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#particularly technology and engineering
sage-nebula · 2 years
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I love technology so, so, so much, and I think it's so, so, so important.
I think that, in the age of the climate crisis and of Tech Bros™ being Like That, there can sometimes be this thought that technology is a bad thing. That our desire to keep innovating is destroying the planet, destroying humanity, destroying life. And to some degree I can understand that. Vehicles that run on oil add to the pollution in the air. Factories, too, add to pollution. As much as clean energy sources are readily available, governments and corporations all around the world refuse to use those energy sources because big oil lobbyists don't want to lose out on their revenue. It can be easy to think technology is the problem.
But I really don't see it that way. I can't see it that way, because I look at all we can accomplish with technology—and all that we have accomplished with it—and I think it's just amazing.
I've made lifelong friends thanks to the internet. Thanks to computers that allowed me to connect with people all around the world, I've made friends who have helped me through some truly dark periods in my life. I was able to use email to get in touch with my father so that he could help me escape my abusive biological mother.
Technological innovation has made it possible for so many lives to be saved through modern medicine. Pacemakers can keep people's hearts beating regularly. Ventilators can breathe for them. On a less drastic scale, other medical devices can greatly improve someone's quality of life, whether it's through prosthetics or other mobility aids, including electric scooters and wheelchairs.
Screen readers help vision-impaired people browse the internet. Cochlear implants and other hearing aids help hard of hearing or Deaf people interact with the speaking world around them, too.
Cars and airplanes can help people reach family members or friends so, so many miles away from them. If you have family in another country and you need to get to them quickly because of an emergency, you can do so.
Of course, nothing is perfect. Technology is expensive. We live in a capitalist hellscape, so even when there are medical innovations that could save someone's life, they can't always afford it. (At least in the States; other countries have the grace of standardized health care.) And again, there is a huge problem with vehicles and factories that continue to use energy sources that cause pollution. These are problems that we need to find a way to tackle head on, though it's extremely difficult when you're just one person facing an entire industry that lobbies the government.
But technology itself is not to blame here. Technology enriches and saves lives. And I imagine it will only continue to do so. Yeah, there are definitely things being developed that aren't so great. Robot dogs used by police are one of them. Facial recognition software and virtual assistants that record your every word to harvest your data and turn you into a product are another. But I think of a world where technology can make it even easier for us to be brought together—where life can be made easier for those who need it to be. If we could get to a stage where things were automated so that we could live our lives for the purpose of thriving rather than just surviving, if we could find a way to advance medical science so that those of us who have lungs that were ruined by parents smoking cigarettes around us in enclosed spaces for years and years could be given a way to breathe more easily . . .
I live my whole life surrounded by tech. I've worked in tech support for going on fourteen years, I'm constantly on my computer or phone or playing video games when at home. So obviously, I'm biased. But I just think that scientific and technological innovation has done so many insanely wonderful things, and will continue to do even more. The problem is not with machines or technology, but rather with the fuel sources used to run them—and, more to the point, the industries and governments that refuse to make the switch to clean energy even when the option is right there, ready to go whenever.
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rebeccathenaturalist · 9 months
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Welcome to my Tuesday morning PSA about plastics!
So--I was walking along the Bolstadt beach approach sidewalk here in Long Beach, WA yesterday afternoon, and I started seeing these little orange pellets on the ground that looked a little bit like salmon roe (but probably weren't). So I picked one up, and it was most definitely rubber. I went around picking up every one I could find, and while I didn't keep exact count I probably amassed 50-60 of them. I took this picture before depositing them in the nearest trash can.
These are airsoft gun pellets, and you can buy them in big jars containing thousands of them. That means that someone who decided that the beach was a great place to shoot their airsoft guns could easily litter the place with countless little bits of plastic rubber in less than an hour. We already have a huge problem here with people leaving trash, including tiny bits of plastic, all over the beach (you should see the gigantic mess after 4th of July fireworks when thousands of people come in from out of town, blow things up, and then leave again without picking up after themselves.)
But these airsoft pellets have a particularly nasty side effect. You know how my first thought was "wow, those look kind of like salmon roe?" Well, we have a number of opportunistic omnivore birds like crows, ravens, and several species of gull that commonly scavenge on the beach, especially along the approaches because people often feed them there. If I can catch the resemblance of an orange airsoft pellet to a fish egg, then chances are there are wildlife that will assume they're edible.
Since birds don't chew their food, they probably won't notice that the taste or texture is wrong--it'll just go down the hatch. And since they can't digest the pellets, there's a good chance they might just build up in the bird's digestive system, especially if the bird eats a large number of them--say, fifty or sixty of them dropped on the ground along the same fifty foot stretch of sidewalk. The bird might die of starvation if there's not enough capacity for food in their stomach--or they might just die painfully of an impacted gut, and no way to get help for it. If the pellets end up washed into the ocean, you get the same issue with fish and other marine wildlife eating them, and then of course the pellets eventually breaking up into microplastic particles.
You can get biodegradable airsoft pellets; they appear to mainly be gray or white in color rather than bright screaming orange and green. But "biodegradable" doesn't mean "instantly dissolves the next time it rains." An Amazon listing for Aim Green biodegradable airsoft pellets advertise them as "Our biodegradable BBs are engineered to degrade only with long-term exposure to water and sun and will degrade 180 days after being used." That's half a year for them to be eaten by wildlife.
I don't know, y'all. That handful of carelessly dropped rubber pellets just encapsulates how much people don't factor in the rest of nature when making decisions, even on something that is purely for entertainment like an airsoft gun. We could have had a lot of the same technological advances we have today, but with much less environmental impact, if we had considered the long-term effects on both other people and other living beings, as well as our habitats. We could have found ways from the beginning to make these things in ways that benefited us but also mitigated any harm as much as possible. Instead we're now having to reverse-engineer things we've been using for decades, and sometimes--like the "biodegradable" airsoft pellets--they still have a significant negative impact.
But--at least there are people trying to do things better, thinking ahead instead of just on immediate profit. We're stuck in a heck of a mess here, figuratively and literally, and changing an entire system can't be done in a day. Maybe we can at least keep pushing for a cultural shift that emphasizes planning far into the future--if not the often-cited "seven generations ahead", then at least throughout the potential lifespan of a given product.
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just-ornstein · 4 months
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[JK]  My first job was as an Assistant Producer for a video game company called Interplay in Irvine, CA. I had recently graduated from Boston University's School of Fine Arts with an MFA in Directing (I started out as a theatre nerd), but also had some limited coding experience and a passion for computers. It didn't look like I'd be able to make a living directing plays, so I decided to combine entertainment and technology (before it was cool!) and pitched myself to Brian Fargo, Interplay's CEO. He gave me my first break. I packed up and moved out west, and I've been producing games ever since.
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[JK] I loved my time at EA. I was there for almost a full decade, and learned a tremendous amount about game-making, and met the most talented and driven people, who I remain in touch with today. EA gave me many opportunities, and never stopped betting on me. I worked on The Sims for nearly 5 years, and then afterwards, I worked on console action games as part of the Visceral studio. I was the Creative Director for the 2007 game "The Simpsons", and was the Executive Producer and Creative Director for the 2009 game "Dante's Inferno".
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[JK] I haven't played in a long while, but I do recall that after the game shipped, my wife and I played the retail version for some time -- we created ourselves, and experimented with having a baby ahead of the actual birth of our son (in 2007). Even though I'd been part of the development team, and understood deeply how the simulation worked, I was still continually surprised at how "real" our Sims felt, and how accurate their responses were to having a baby in the house. It really felt like "us"!
Now for some of the development and lore related questions:
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[JK] So I ended up in the incredibly fortunate position of creating the shipping neighborhoods for The Sims 2, and recruiting a few teammates to help me as we went along. 
Around the same time, we started using the Buy/Build tools to make houses we could save, and also bring them into each new build of the game (correcting for any bugs and incompatibilities). With the import tool, we could load Sims into these houses. In time, this "vanguard QA" process turned into a creative endeavor to define the "saved state" of the neighborhoods we would actually end up shipping with the game.
On playtesting & the leftover sims data on various lots:
Basically, we were in the late stages of development, and the Save Game functionality wasn't quite working. In order to test the game properly, you really needed to have a lot of assets, and a lot of Sims with histories (as if you'd been playing them for weeks) to test out everything the game had to offer. So I started defining a set of characters in a spreadsheet, with all their tuning variables, and worked with engineering to create an importer, so that with each new build, I could essentially "load" a kind of massive saved game, and quickly start playing and testing. 
It was fairly organic, and as the game's functionality improved, so did our starter houses and families. 
The thought process behind the creation of the iconic three neighborhoods:
I would not say it was particularly planned out ahead of time. We knew we needed a few saved houses to ship with the game; Sims 1, after all, had the Goth house, and Bob Newbie's house. But there wasn't necessarily a clear direction for what the neighborhood would be for Sims 2. We needed the game to be far enough along, so that the neighborhood could be a proper showcase for all the features in the game. With each new feature that turned alpha, I had a new tool in my toolbox, and I could expand the houses and families I was working on. Once we had the multi-neighborhood functionality, I decided we would not just have 1 starter neighborhood, but 3. With the Aging feature, Memories, a few wacky objects, plus a huge catalog of architectural and decorative content, I felt we had enough material for 3 truly distinct neighborhoods. And we added a couple of people to what became the "Neighborhood Team" around that time.
Later, when we created Strangetown, and eventually Veronaville, I believe we went back and changed Pleasantville to Pleasantview... because I liked the alliteration of "Verona-Ville", and there was no sense in having two "villes". (To this day, by the way, I still don't know whether to capitalize the "V" -- this was hotly debated at the time!)
Pleasantview:
Anyway, to answer your question, we of course started with Pleasantview. As I recall, we were not quite committed to multiple neighborhoods at first, and I think it was called Pleasantville initially, which was kind of a nod to Simsville... but without calling it Simsville, which was a little too on the nose. (There had also been an ill-fated game in development at Maxis at the time, called SimsVille, which was cancelled.) It's been suggested that Pleasantville referred to the movie, but I don't think I ever saw that movie, and we just felt that Pleasantville kind of captured the feeling of the game, and the relaxing, simple, idyllic world of the Sims.
Pleasantview started as a place to capture the aging feature, which was all new to The Sims 2. We knew we had toddlers, teens, and elders to play with, so we started making families that reflected the various stages of family life: the single mom with 3 young kids, the parents with two teens, the old rich guy with two young gold-diggers, etc. We also had a much greater variety of ethnicity to play with than Sims 1, and we had all new variables like sexual orientation and memories. All these things made for rich fodder for a great diversity of families. Then, once we had family trees, and tombstones that carried the actual data for the dead Sims, the doors really blew open. We started asking ourselves, "What if Bella and Mortimer Goth could be characters in Sims 2, but aged 25 years? And what if Cassandra is grown up? And what if Bella is actually missing, and that could be a fun mystery hanging over the whole game?" And then finally the "Big Life Moments" went into the game -- like weddings and birthdays -- and we could sort of tee these up in the Save Game, so that they would happen within the first few minutes of playing the families. This served both as a tutorial for the features, but also a great story-telling device.
Anyway, it all just flowed from there, as we started creating connections between families, relationships, histories, family trees, and stories that we could weave into the game, using only the simulation features that were available to us. It was a really fun and creative time, and we wrote all of the lore of Sims 2 within a couple of months, and then just brought it to life in the game.
Strangetown:
Strangetown was kind of a no-brainer. We needed an alternate neighborhood for all the paranormal stuff the Sims was known for: alien abduction, male pregnancy, science experiments, ghosts, etc. We had the desert terrain, which created a nice contrast to the lush Pleasantville, and gave it an obvious Area 51 vibe.
The fact that Veronaville is the oldest file probably reflects the fact that it was finished first, not that it was started first. That's my guess anyway. It was the simplest neighborhood, in many ways, and didn't have as much complexity in terms of features like staged big life moments, getting the abduction timing right, the alien DNA thing (which I think was somewhat buggy up until the end), etc.  So it's possible that we simply had Veronaville "in the can", while we put the last polish on Pleasantville (which was the first and most important neighborhood, in terms of making a good impression) and Strangeville (which was tricky technically).
Veronaville:
But my personal favorite was Veronaville. We had this cool Tudor style collection in the Build mode catalog, and I wanted to ship some houses that showed off those assets. We also had the teen thing going on in the aging game, plus a lot of romance features, as well as enemies. I have always been a Shakespeare buff since graduate school, so putting all that together, I got the idea that our third neighborhood should be a modern-day telling of the Romeo and Juliet story. It was Montys and Capps (instead of Montagues and Capulets), and it just kind of wrote itself. We had fun creating the past family trees, where everyone had died young because they kept killing each other off in the ongoing vendetta.
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[JK] You know, I have never seen The Lone Gunmen, and I don't remember making any kind of direct references with the Strangetown Sims, other than the general Area 51 theme, as you point out. Charles London helped out a lot with naming Sims, and I'm pretty sure we owe "Vidcund" and "Lazlo" to him ... though many team members pitched in creatively. He may have had something in mind, but for me, I largely went off of very generic and stereotypical ideas when crafting these neighborhoods. I kind of wanted them to be almost "groaners" ... they were meant to be tropes in every sense of the word. And then we snuck in some easter eggs. But largely, we were trying to create a completely original lore.
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[JK] Well, I think we kind of pushed it with The Sims 2, to be honest, and I remember getting a little blow-back about Bunny Broke, for example. Bunny Broke was the original name for Brandi Broke. Not everyone found that funny, as I recall, and I can understand that. It must have been changed before we shipped.
We also almost shipped the first outwardly gay Sims in those neighborhoods, which was bold for EA back in 2004. My recollection was that we had set up the Dreamers to be gay (Dirk and Darren), but I'm looking back now and see that's not the case. So I'm either remembering incorrectly (probably) or something changed during development.
In general we just did things that we found funny and clever, and we just pulled from all the tropes of American life.
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[JK] The alien abduction started in Sims 1, with a telescope object that was introduced in the "Livin' Large" expansion pack. That's when some of the wackier ideas got introduced into the Sims lore. That pack shipped just before I joined Maxis in 2001; when I got there, the team had shipped "House Party" and was underway on "Hot Date". So I couldn't tell you how the original idea came about, but The Sims had this 50's Americana vibe from the beginning, and UFOs kind of played right into that. So the alien abduction telescope was a no-brainer to bring back in Sims 2. The male pregnancy was a new twist on the Sims 1 telescope thing. It must have been that the new version (Sims 2) gave us the tech and flexibility to have male Sims become pregnant, so while this was turned "off" for the core game, we decided to take advantage of this and make a storyline out of it. I think this really grew out of the fact that we had aliens, and alien DNA, and so it was not complicated to pre-bake a baby that would come out as an alien when born. The idea of a bunch of guys living together, and then one gets abducted, impregnated, and then gives birth to an alien baby ... I mean, I think we just all thought that was hilarious, in a sit-com kind of way. Not sure there was much more to it than that. Everything usually came from the designers discovering ways to tweak and play with the tech, to get to funny outcomes.
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[JK] Possibly we were just testing the functionality of the Wants/Fears and Memories systems throughout development, and some stuff got left over.
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[JK] I can't remember, but that sounds like something we would have done! I'm pretty sure we laid the groundwork for more stories that we ended up delivering :) But The Sims 2 was a great foundation for a lot of continued lore that followed.
--
I once again want to thank Jonathan Knight for granting me this opportunity and taking the time from his busy schedule to answer my questions.
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nourasbasha · 2 days
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Voices from Beneath the Rubble: A Life Suspended in Gaza
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Art by @norrriey & @sailing-ever-west ♥️
Rebuilding Lives: A Family's Struggle and Need for Support in Post-War Gaza
In the heart of Gaza, a once-thriving family now grapples with the harsh realities of war. Mohammed Alanqer, a dedicated engineer, had built a promising technology startup that was the cornerstone of his family’s livelihood. However, the war has left his business in ruins, and his family displaced, facing severe financial and health challenges.
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The Impact of War on Livelihood and Education
The destruction of Mohammed's startup has stripped the family of their primary source of income. This loss is compounded by the closure of schools in Gaza, depriving their children, Layan, Sarah, and Adam, of their right to education. With the educational institutions in disarray, the children’s future remains uncertain, threatening to deepen the cycle of poverty and instability.
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Health and Safety Concerns
The war has not only affected their financial stability but also put the family's health at risk. The destruction of hospitals has left Mohammed's wife, Enas Majed, in a precarious situation, particularly during her pregnancy with their youngest child, Amir. The family also struggles with medical conditions, including their son Adam’s battle with viral hepatitis and other illnesses like measles, which have become prevalent due to the lack of proper healthcare facilities.
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The Urgent Need for Support
The family has been forced to flee their home multiple times, living in constant fear and without basic necessities such as clean clothes and adequate food. Their situation has become increasingly desperate, with the cost of escaping to a safer environment being prohibitively high. The financial burden of crossing borders, estimated at $5000 per adult and $2500 per child, is beyond their means.
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A Call for Help
Mohammed and his family urgently need support to overcome these challenges. The total estimated costs for providing education, housing, and essential needs amount to between 27,817 and 42,485 euros annually. This includes:
- Education Costs: 11,817 - 18,485 euros per year
- Housing Costs: 12,000 - 18,000 euros per year
- Basic Needs: 4,000 - 6,000 euros per year
This financial assistance would enable the family to secure a stable and safe environment, ensure the children’s return to education, and provide the necessary healthcare to overcome their current difficulties.
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Conclusion
The story of Mohammed Alanqer’s family is a testament to the resilience and determination to survive in the face of unimaginable adversity. However, their journey cannot be completed without external support. By contributing to their cause, you can help rebuild a future where Mohammed’s children can grow up in safety, pursue their education, and live with dignity.
Read More About My Family Story :
My camping vetted by :
@nabulsi ~ Link vetted | @fairuzfan ~ Link vetted @90-ghost ~ Link vetted | @communistchilchuck ~ Link vetted | @commissions4aid-international ~ Link vetted | @sar-soor ~ Link vetted
Vetted by 90-ghost, fairuzfan, nabulsi , sar-sor and El-Shab-Hussein's Google doc
[Link 1] [Link 2] (Number 174)
Also, I am a founding member of the @gazavetters team to help others.
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reasonsforhope · 6 months
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Scientists have developed a new solar-powered system to convert saltwater into fresh drinking water which they say could help reduce dangerous the risk of waterborne diseases like cholera.
Via tests in rural communities, they showed that the process is more than 20% cheaper than traditional methods and can be deployed in rural locations around the globe.
Building on existing processes that convert saline groundwater to freshwater, the researchers from King’s College London, in collaboration with MIT and the Helmholtz Institute for Renewable Energy Systems, created a new system that produced consistent levels of water using solar power, and reported it in a paper published recently in Nature Water.
It works through a process called electrodialysis which separates the salt using a set of specialized membranes that channel salt ions into a stream of brine, leaving the water fresh and drinkable. By flexibly adjusting the voltage and the rate at which salt water flowed through the system, the researchers developed a system that adjusts to variable sunshine while not compromising on the amount of fresh drinking water produced.
Using data first gathered in the village of Chelleru near Hyderabad in India, and then recreating these conditions of the village in New Mexico, the team successfully converted up to 10 cubic meters, or several bathtubs worth of fresh drinking water. This was enough for 3,000 people a day with the process continuing to run regardless of variable solar power caused by cloud coverage and rain.
[Note: Not sure what metric they're using to calculate daily water needs here. Presumably this is drinking water only.]
Dr. Wei He from the Department of Engineering at King’s College London believes the new technology could bring massive benefits to rural communities, not only increasing the supply of drinking water but also bringing health benefits.
“By offering a cheap, eco-friendly alternative that can be operated off the grid, our technology enables communities to tap into alternative water sources (such as deep aquifers or saline water) to address water scarcity and contamination in traditional water supplies,” said He.
“This technology can expand water sources available to communities beyond traditional ones and by providing water from uncontaminated saline sources, may help combat water scarcity or unexpected emergencies when conventional water supplies are disrupted, for example like the recent cholera outbreaks in Zambia.”
In the global rural population, 1.6 billion people face water scarcity, many of whom are reliant on stressed reserves of groundwater lying beneath the Earth’s surface.
However, worldwide 56% of groundwater is saline and unsuitable for consumption. This issue is particularly prevalent in India, where 60% of the land harbors undrinkable saline water. Consequently, there is a pressing need for efficient desalination methods to create fresh drinking water cheaply, and at scale.
Traditional desalination technology has relied either on costly batteries in off-grid systems or a grid system to supply the energy necessary to remove salt from the water. In developing countries’ rural areas, however, grid infrastructure can be unreliable and is largely reliant on fossil fuels...
“By removing the need for a grid system entirely and cutting reliance on battery tech by 92%, our system can provide reliable access to safe drinking water, entirely emission-free, onsite, and at a discount of roughly 22% to the people who need it compared to traditional methods,” He said.
The system also has the potential to be used outside of developing areas, particularly in agriculture where climate change is leading to unstable reserves of fresh water for irrigation.
The team plans to scale up the availability of the technology across India through collaboration with local partners. Beyond this, a team from MIT also plans to create a start-up to commercialize and fund the technology.
“While the US and UK have more stable, diversified grids than most countries, they still rely on fossil fuels. By removing fossil fuels from the equation for energy-hungry sectors like agriculture, we can help accelerate the transition to Net Zero,” He said.
-via Good News Network, April 2, 2024
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“The machines we have now, they’re not conscious,” he says. “When one person teaches another person, that is an interaction between consciousnesses.” Meanwhile, AI models are trained by toggling so-called “weights” or the strength of connections between different variables in the model, in order to get a desired output. “It would be a real mistake to think that when you’re teaching a child, all you are doing is adjusting the weights in a network.”
Chiang’s main objection, a writerly one, is with the words we choose to describe all this. Anthropomorphic language such as “learn”, “understand”, “know” and personal pronouns such as “I” that AI engineers and journalists project on to chatbots such as ChatGPT create an illusion. This hasty shorthand pushes all of us, he says — even those intimately familiar with how these systems work — towards seeing sparks of sentience in AI tools, where there are none.
“There was an exchange on Twitter a while back where someone said, ‘What is artificial intelligence?’ And someone else said, ‘A poor choice of words in 1954’,” he says. “And, you know, they’re right. I think that if we had chosen a different phrase for it, back in the ’50s, we might have avoided a lot of the confusion that we’re having now.”
So if he had to invent a term, what would it be? His answer is instant: applied statistics.
“It’s genuinely amazing that . . . these sorts of things can be extracted from a statistical analysis of a large body of text,” he says. But, in his view, that doesn’t make the tools intelligent. Applied statistics is a far more precise descriptor, “but no one wants to use that term, because it’s not as sexy”.
[...]
Given his fascination with the relationship between language and intelligence, I’m particularly curious about his views on AI writing, the type of text produced by the likes of ChatGPT. How, I ask, will machine-generated words change the type of writing we both do? For the first time in our conversation, I see a flash of irritation. “Do they write things that speak to people? I mean, has there been any ChatGPT-generated essay that actually spoke to people?” he says.
Chiang’s view is that large language models (or LLMs), the technology underlying chatbots such as ChatGPT and Google’s Bard, are useful mostly for producing filler text that no one necessarily wants to read or write, tasks that anthropologist David Graeber called “bullshit jobs”. AI-generated text is not delightful, but it could perhaps be useful in those certain areas, he concedes.
“But the fact that LLMs are able to do some of that — that’s not exactly a resounding endorsement of their abilities,” he says. “That’s more a statement about how much bullshit we are required to generate and deal with in our daily lives.”
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cy-cyborg · 1 year
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Tips for wring amputees: its ok if your amputee can't repair their own prosthetics
There's a trope in fiction for amputees to always be these mechanical geniuses who can make and repair their own prosthetics, endlessly tinkering away and improving them. This isn't a particularly trope, and i dont think its harmful or anything, but in reality, prosthetics are REALLY, REALLY complicated, and a lot of amputees cant do their own repairs. And thats ok. Like, prosthetic creation and repair is way, way harder than I think people expect. Well outside the skillset of your standard mechanic, handy man or craftsperson.
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People who make and repair prosthetics are called prosthetists. To become a prosthetist, most countries around the world today require you to have completed a bachelor's degree in specifically in prosthetics and orthotics, which covers not only how to make a prosthetics (and orthodics) but a great deal of medical knowledge, physics, how different forces impact "non-standard" bodies, the additional biological wear-and-tear that comes with being an amputee and so much more. This will qualify you to do the job of fitting/making the prosthetic socket (the part that attaches to your body) and putting premade components together to make a functioning device. On top of this, many prosthetists are also expected to have artistic skills, sewing skills, good physical strength and dexterity, IT skills, and more recently, knowledge of 3D modelling and printing.
You want to make all the high-tech components the prosthetists put together to make the full prosthetic? The requirements for that vary country to country, but most will require at least some level study in the field of engineering and/or medicine, on top of what was already required for the prosthetics course.
The reason for all this is because even "basic" prosthetics are extremely finicky, and messing up one thing will have a domino effect on the rest of the body, especially in more complicated prosthetics. It can also result in people getting severally injured if anything is even slightly off. many leg amputees for example end up with spinal issues due to extremely minor issues with their prosthetic that weren't caught until years later, and by then the damage had been done.
Some amputees do learn to do basic repairs. This is most common in places like the US, where a visit to the prosthetist can cost hundred to thousands of dollars (depending on your insurance), but it's also quite common in rural parts of countries like Australia, where cost isn't an issue but access is due to vast distances between major cities. I was personally in this category; as a kid, my nearest prosthetist was 6 hours away. My prosthetist was able to teach my dad, who later taught me, how to do some of the simple repairs, but we still needed to go in every few weeks for the more complex stuff (Kids prosthetic need more adjusting than adults because they're still growing. Also I was rough on my prosthetics and broke them a lot lol).
But even after being taught how to do repairs and having my prosthetics for 20+ years, I only ever did these sorts of repairs to my below-knee prosthetic. I will not do any repairs of any kind to my above knee leg, which is much more technologically complex. Every time I tried, I made it worse to the point where the leg was unusable. I just leave those repairs to the guy who went to university to learn how to do it, and sometimes even he needs to send it off to someone with even more specialist knowledge when it's really badly messed up lol. Last time that happened Australia post lost the package. Not really relevant to this post, I just find the idea of it being sent to the wrong place by accident hilarious, it was one of my more realistic legs too so someone probably had a heart attack when they opened that package lmao.
Anyway, back on track lol.
This isn't even touching on the fact that on some more advanced prosthetics, many features are actually locked behind a security barrier only prosthetists can access. My prosthetic knee has an app on my phone I can pair it to, that allows me to change certain settings and swap between certain modes for different activities that tell the leg to change its behaviour depending on what I'm doing (e.g. a mode for running, a mode for cycling etc). but most of the more in-depth settings I can't access, only my prosthetist can, and he can only gain access to those settings with a security key given to him by the manufacturing company that requires him to provide proof of his credentials to receive it. I don't really agree with this btw, something about being locked out of my own leg's settings makes me feel a bit of an ick, but it's set up like this because people used to be able to access these settings and they would mess with things to the point their leg was virtually unusable. Because altering one setting had a domino effect on all the others, and a lot of folks weren't really paying attention to what they were messing with, all their prosthetists could do was factory reset the whole leg, which causes some issues too. Prosthetic arms are often similarly complex, as I understand it and have similar security barriers in place for more advanced arms. I don't know for sure though, so take that with a grain of salt.
All this to say these are incredibly delicate, finicky and complex pieces of equipment. There's nothing wrong with having a techy amputee character who can do their own repairs, but in reality, that is pretty rare, and its ok to have your character need to see a prosthetist or someone more knowledgeable than them. It's a part of the amputee experience I don't see reflected very often in media. In fact, the only examples I can think of in fiction (meaning not stories based on real people) where this is reflected are Full metal alchemist.
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technically I think Subnautica Below Zero also mentions prosthetists are a thing in that world, but its a very "blink and you'll miss it" kind of thing...in fact I did miss it until my last playthrough lol.
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winterarmyy · 2 months
Text
Steal Me Away
Glimpses of the grumpy chubby alpha!bucky's love life.
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Summary: When Bucky was stuck in an unpleasant lunch with his co-workers; he thought about how nice it would be if someone comes and steals him away.
Navigation: Prequel || Main Story I || Main Story II || Main Story III
Pairing: chubby alpha!bucky x omega!female!reader
Words: 2.6k++
Warnings: a/b/o dynamics. no plot, just fluff. low-key body shamming, bullying, bucky and his omega being adorable. (tell me is there's anything else I missed)
P/S: Impulsive writing at 3am in the morning because I couldn't sleep, then left the draft to rot for weeks, now posted. Also tagging @serendipitouslife90 because she's the biggest fan of this au. Anyway, I hope you enjoy this short fic and happy reading! 🤍
Read my other works here: Masterlist
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The morning sun filtered through the blinds of Bucky’s cubicle, casting narrow strips of light across his cluttered desk. The office was its usual sanctuary of muted tones and hushed conversations. Colleagues navigated the aisles like cautious explorers, their brief nods to Bucky barely concealing their unease.
He didn’t mind. In fact, he preferred it this way. Solitude was his comfort zone, and he relished the uninterrupted focus on his work.
Bucky tapped away at his keyboard, the rhythmic clacking serving as his meditation. His thoughts were like the lines of code he worked with; orderly, precise, and devoid of unnecessary embellishments. Socializing was a distraction he neither wanted nor needed.
The occasional murmurs of sympathy about his less-than-ideal body shape for an Alpha like him, or the prosthetic arm he wore to make up for his imperfection, had long since ceased to bother him. They were background noise in the symphony of his workday.
Two weeks had passed since Bucky had last seen y/n, their second date now a vivid but distant memory. Their time together had been cut short, both of them consumed by the relentless demands of their careers. Especially for Bucky, the high-pressure world of software engineering was unforgiving.
Ever since he was in school, he always had the knack for tech but as he grew up, his path lead away from it. Then after his abrupt release from military service, he was lost for a moment. He lost his position and quite literally his limb. After he was introduced to Stark Technologies for is prosthetic, his interest in tech bloomed once more.
Fast forward, he had transitioned to civilian life with a single-minded focus on his career. The transition from soldier to software engineer had been a challenging yet rewarding shift, one that demanded every ounce of his dedication.
His days were a blur of client meetings, coding marathons, and sleepless nights, leaving him barely enough time to recharge. Despite his best efforts, he couldn't escape the gnawing sense of guilt that tugged at him.
Y/n had been understanding, insisting that they could take things slow and that she was patient. Yet Bucky felt a pressing need to make up for the lost time, to show her that she was more important than the endless stream of work that consumed him.
His longing for her was a constant undercurrent in his daily routine, a reminder of the connection he cherished and the promises he hoped to fulfill, even amidst the chaos of his demanding schedule.
Lunchtime arrived with an uncharacteristic intrusion; Brock’s insistent presence. Bucky had settled into his usual corner of the break room, anticipating a quiet meal alone.
But Brock, with his usual smirk, plopped down across from him, completely unfazed by Bucky’s visible discomfort.
“You know, Bucky,” he started, his tone laced with false camaraderie, “maybe you should join us for lunch this time. Walk off that fat in your belly, and maybe, just maybe, might help you lose a few pounds and get that soldier body of yours again.”
The comment triggered a ripple of reactions around the break room. A few colleagues, particularly those who fancied themselves as superior alpha, snickered behind their coffee cups, enjoying the moment at Bucky’s expense. The rest of the room fell into an awkward silence; some looked away, unable or unwilling to get involved, while others exchanged nervous glances, wary of crossing the line with either of the alpha males.
Bucky’s mind raced with a mix of frustration and contemplation. Brock’s taunts were nothing new, but the timing was particularly irritating. With his packed schedule and the constant pressure of meeting deadlines, Bucky had barely had a moment to breathe, let alone deal with petty office politics.
The jabs felt like an unnecessary complication in an already strained day. His thoughts were a whirlwind of frustration; he wondered why he always ended up the target of Brock’s remarks and whether it was a reflection of his own choices or just Brock’s way of asserting dominance.
The palpable tension in the room only added to his mounting irritation.
Bucky’s jaw clenched, his irritation simmering beneath a thin veneer of politeness. “Yeah, sure. Why not?” He didn’t bother hiding the grumble in his voice. His work would have to wait, and so would his patience.
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The café buzzed with conversation and clinking dishes, an atmosphere of forced cheerfulness that did little to mask the underlying tension. Bucky took his seat with a sigh, his mind already drifting to y/n, the image of her smile a soothing balm to his frayed nerves.
Brock wasted no time in launching his passive-aggressive jabs, each comment about Bucky’s weight or his vibranium prosthetic arm more cutting than the last. Bucky could feel the rage bubbling up, but he forced himself to stay calm, focusing instead on the thought of y/n. The warm glow of her presence seemed to wrap around him, even in the midst of Brock’s taunts.
Brock leaned back in his chair, a smirk playing at the corners of his mouth. “You know, Bucky, it's always something watching you eat alone. Maybe if you spent less time working and more time mingling; hit the gym with us after work or something. Who knows you might actually find yourself a date for once.”
The remark seemed casual, almost playful, but it carried a veiled sting. It wasn’t just about Bucky’s solitary lunchtime habits; it was a pointed jab at his single status, suggesting that his lack of romantic success might be due to his social ineptitude and undesirable body.
Bucky’s patience snapped. He leaned forward, his voice cold and controlled. “I don’t know, Brock. Honestly, it’s much better to be alone than to ‘mingle’ with someone who’s all bark and no bite.” He fearlessly maintained his cold gaze; eyes seemingly bore the words his lips never spoke. “…Like you”
Brock's face flushed a deep crimson, and his jaw tightened in a futile attempt to maintain composure. He muttered something about needing a smoke before hastily exiting the room, his pride stinging from the unexpected jab. The rest of the team sat in an uneasy silence, the tension almost tangible.
They watched as Bucky’s eyes bore into Brock’s retreating figure, cold and unyielding. There was something almost feral in his gaze, a silent promise of consequences that only someone with true authority and control could convey.
Everyone knew better than to provoke him further; Bucky's look was a chilling reminder that he played by his own rules.
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Brock stepped out of the café, his frustration boiling over as he lit a cigarette. With each inhale of nicotine, he muttered darkly under his breath, cursing Bucky and grumbling about how that fat-ass loser like him had the audacity to undermine his clearly more superior alpha status.
His anger was a tempest, raging against the affront to his ego.
As he paced, his gaze drifted to the sidewalk next to the café, where a striking woman in a sundress was engrossed in her phone. The late afternoon sun highlighted the gentle curves of her figure, and her unblemished skin glowed softly, exposed at the back of her neck.
Brock’s eyes raked over her with a predatory appreciation, the male gaze undeniable in his scrutiny.
Her poised stance and soft demeanor hinted at an aura of femineity that intrigued him. A smirk curved his lips as he took another drag from his cigarette, already imagining how he might woo her, hoping that a little charm could be the distraction he needed from his bruised pride.
Back in the café, Bucky was still seated at the table, surrounded by the typical midday hustle, yet he remained ensconced in a bubble of tranquility. His attention was focused solely on his phone, where a soft, contented smile played on his lips. The noise of the café faded into the background as he read through y/n’s messages.
Each word from her was a thread that connected him to a part of his life that felt more real and meaningful than the relentless grind of his daily routine.
Y/n had inquired about his lunch, her questions laced with genuine curiosity. “How was your lunch?” “Was it any good?” “How’s your day been so far?” The inquiries seemed almost innocent, yet they carried a warmth that enveloped him.
And then, the message that tugged at his heartstrings: “I miss you.” It was as if her words had the power to reach through the screen and touch him directly, offering a solace that was hard to find amidst the chaos left from the prior event.
He missed her deeply.
The absence of her voice, the comfort of her presence. He wished that she could just steal him away; or perhaps he would be stealing her away?
Eitherway, he just wants to get out of here.
As he glanced at the time, noting that he still had about thirty minutes before he needed to return to the office, he made a quick decision. He would step outside for a moment, away from the unnecessary drama, and maybe give her a call.
The thought of hearing her voice, even if only for a brief conversation, was a beacon of light in his otherwise frenetic day. As Bucky stepped out of the café, his gaze remained fixed on his phone, where y/n’s last message glowed softly on the screen.
Unbeknownst to him, the scene unfolding just a few paces away was far less pleasant. Brock, still nursing his bruised ego from their earlier encounter by relentlessly flirting with the girl. “Come on, sweetheart, just one date.” Brock said, his voice low and laced with insincere flirtation.
He leaned in close, a smirk playing on his lips as his hand reached out, brushing against her exposed shoulder. Y/n recoiled slightly, her discomfort palpable. “I’m really not interested,” she said firmly, though her voice carried an undercurrent of unease. “and I have a boyfriend.”
Brock’s persistence only grew more insistent. “I doubt that. I can see you do not have his mark here,” he persisted, his hand lingering uncomfortably on her shoulder, close to where her mating mark supposed to reside. Despite her attempts to shrug off his advances, Brock didn’t relent. His touch was intrusive, and his words edged on harassment. And she can sense the scent of arousal coming from the alpha.
Y/n’s eyes darted around, seeking an escape from the unwanted attention. As her gaze fell behind Brock, she caught sight of a familiar figure; one that seemed to offer a lifeline amidst her distress.
“Bucky?” she called out, her voice tinged with both relief and surprise. The name escaped her lips before she could fully process the situation, her eyes widening as she took in the sight of Bucky walking toward them.
Bucky knew that voice. It was a sound that resonated deep within him, as familiar as his own heartbeat. He lifted his eyes from his phone, and the world around him sharpened into focus. The scene before him was both infuriating and unmistakable: Brock, with his sleazy smirk and inappropriate proximity, stood uncomfortably close to Bucky's omega, his hand hovering dangerously near her exposed shoulder.
A surge of primal fury shot through Bucky, a blaze of anger that burned through his veins and coiled tight in his chest. His eyes blazed with a fierce intensity, a low, guttural growl forming in his throat as he prepared to confront the intruder. His body tensed, ready to pounce.
But before he could make a move, y/n was already in motion. She leaped into his arms with a mix of desperation and joy, catching Bucky off guard. He instinctively wrapped his arms around her, holding her securely against his chest.
Her arms clung tightly to his nape, her face burying itself into the crook of his neck as if seeking refuge; shamelessly scenting him. Her warm breath and soft sighs was a soothing cure to his simmering rage.
The anger that had been boiling inside him began to fizzle away, replaced by a profound sense of relief and love. The sound of her happy purrs, the feel of her soft body pressed against his, and her intoxicatingly sweet scent; all of it made his anger dissolve into a tender, protective affection.
A soft chuckle escaped his lips, his arms tightening around her waist as he relished in the comforting closeness. “Hi, sugar.” he whispered, his voice thick with affection and relief.
Bucky's hold loosen as he leaned down, his gentle smile never faltering as he closed the distance between them. His eyes softened with affection, and he pressed his lips against y/n's in a kiss so tender it felt like a whisper. It was a soft, loving caress that spoke volumes more than words ever could.
But before he could pull back, y/n’s playful energy erupted. She cupped his cheeks in her delicate hands, pulling him down to her level with a sudden, joyful enthusiasm.
Her lips attacked his with a flurry of kisses; quick, warm, and full of exuberance. Each kiss left behind a trace of her strawberry-scented lipstick, creating a trail of smudged rosy color across his face. The marks dotted his forehead, his cheeks, his nose, and even his lips, a vibrant testament to her affection.
Amused laughter bubbled up from Bucky, the sound a rare and delightful departure from his usual stoic demeanor. His eyes twinkled with genuine mirth, his grumpy alpha persona completely melted away in the face of y/n’s loving onslaught.
He reveled in the smothering of her kisses, his initial tension and anger forgotten. A satisfied rumble vibrates on his throat, across his chest. The contrast between his earlier anger and the unrestrained joy he now experienced was stark; the shift was almost palpable.
Lost in their own world, the two seemed oblivious to their surroundings. Their display of affection was unabashedly public, a stark contrast to the earlier tension. Y/n looked up at him with bright eyes, her voice filled with eager excitement as she asked if he still had time.
“I want to steal you away.” she said with a playful smile.
Bucky’s smile widened, his heart swelling with happiness. “Of course, sugar. Anything for you.” he replied, his voice tender and filled with genuine warmth.
But as Bucky’s gaze shifted away from y/n and landed on Brock, his soft features momentarily disappeared. His expression hardened, the warmth in his eyes turning to ice. The switch in his demeanor was chilling; an instant transformation from the tender lover to a menacing figure.
The coldness in his eyes was a silent, yet unmistakable warning. It was as though a dark storm cloud had settled over him, a clear signal that Brock's earlier arrogance had crossed an unforgivable line.
The intensity of Bucky’s stare spoke volumes, a silent promise of retribution and a reminder of the strength behind his calm exterior. The abrupt shift in his demeanor was a jarring contrast to the affection he had just displayed, sending a clear message to Brock that any further provocation would be met with unspeakable consequences.
As Bucky and y/n walked hand in hand away from the café, Brock stood there, fuming and humiliated. His attempt to belittle Bucky had backfired spectacularly.
Inside the café, Bucky’s colleagues had their jaws dropped. They were astonished not only by y/n’s ethereal beauty but also by the sight of Bucky, usually so composed and reserved, smiling so openly. They were completely stunned by the unexpected display of vulnerability and affection from the grumpy loner.
The couple continued down the street, their hands clasped together. The afternoon sun cast long shadows as they headed towards their next destination.
Bucky’s smile was genuine, a rare and precious sight as he looked down; memorizing the way her hand perfectly intertwined with his. At that moment, he couldn’t help but think how much he wished y/n would steal him away more often.
End.
Read my other works here: Masterlist
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A/N: Thank you for staying to the end of the fic. Hope you enjoy reading it!
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jstor · 3 months
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I saw something about generative AI on JSTOR. Can you confirm whether you really are implementing it and explain why? I’m pretty sure most of your userbase hates AI.
A generative AI/machine learning research tool on JSTOR is currently in beta, meaning that it's not fully integrated into the platform. This is an opportunity to determine how this technology may be helpful in parsing through dense academic texts to make them more accessible and gauge their relevancy.
To JSTOR, this is primarily a learning experience. We're looking at how beta users are engaging with the tool and the results that the tool is producing to get a sense of its place in academia.
In order to understand what we're doing a bit more, it may help to take a look at what the tool actually does. From a recent blog post:
Content evaluation
Problem: Traditionally, researchers rely on metadata, abstracts, and the first few pages of an article to evaluate its relevance to their work. In humanities and social sciences scholarship, which makes up the majority of JSTOR’s content, many items lack abstracts, meaning scholars in these areas (who in turn are our core cohort of users) have one less option for efficient evaluation. 
When using a traditional keyword search in a scholarly database, a query might return thousands of articles that a user needs significant time and considerable skill to wade through, simply to ascertain which might in fact be relevant to what they’re looking for, before beginning their search in earnest.
Solution: We’ve introduced two capabilities to help make evaluation more efficient, with the aim of opening the researcher’s time for deeper reading and analysis:
Summarize, which appears in the tool interface as “What is this text about,” provides users with concise descriptions of key document points. On the back-end, we’ve optimized the Large Language Model (LLM) prompt for a concise but thorough response, taking on the task of prompt engineering for the user by providing advanced direction to:
Extract the background, purpose, and motivations of the text provided.
Capture the intent of the author without drawing conclusions.
Limit the response to a short paragraph to provide the most important ideas presented in the text.
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Search term context is automatically generated as soon as a user opens a text from search results, and provides information on how that text relates to the search terms the user has used. Whereas the summary allows the user to quickly assess what the item is about, this feature takes evaluation to the next level by automatically telling the user how the item is related to their search query, streamlining the evaluation process.
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Discovering new paths for exploration
Problem: Once a researcher has discovered content of value to their work, it’s not always easy to know where to go from there. While JSTOR provides some resources, including a “Cited by” list as well as related texts and images, these pathways are limited in scope and not available for all texts. Especially for novice researchers, or those just getting started on a new project or exploring a novel area of literature, it can be needlessly difficult and frustrating to gain traction. 
Solution: Two capabilities make further exploration less cumbersome, paving a smoother path for researchers to follow a line of inquiry:
Recommended topics are designed to assist users, particularly those who may be less familiar with certain concepts, by helping them identify additional search terms or refine and narrow their existing searches. This feature generates a list of up to 10 potential related search queries based on the document’s content. Researchers can simply click to run these searches.
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Related content empowers users in two significant ways. First, it aids in quickly assessing the relevance of the current item by presenting a list of up to 10 conceptually similar items on JSTOR. This allows users to gauge the document’s helpfulness based on its relation to other relevant content. Second, this feature provides a pathway to more content, especially materials that may not have surfaced in the initial search. By generating a list of related items, complete with metadata and direct links, users can extend their research journey, uncovering additional sources that align with their interests and questions.
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Supporting comprehension
Problem: You think you have found something that could be helpful for your work. It’s time to settle in and read the full document… working through the details, making sure they make sense, figuring out how they fit into your thesis, etc. This all takes time and can be tedious, especially when working through many items. 
Solution: To help ensure that users find high quality items, the tool incorporates a conversational element that allows users to query specific points of interest. This functionality, reminiscent of CTRL+F but for concepts, offers a quicker alternative to reading through lengthy documents. 
By asking questions that can be answered by the text, users receive responses only if the information is present. The conversational interface adds an accessibility layer as well, making the tool more user-friendly and tailored to the diverse needs of the JSTOR user community.
Credibility and source transparency
We knew that, for an AI-powered tool to truly address user problems, it would need to be held to extremely high standards of credibility and transparency. On the credibility side, JSTOR’s AI tool uses only the content of the item being viewed to generate answers to questions, effectively reducing hallucinations and misinformation. 
On the transparency front, responses include inline references that highlight the specific snippet of text used, along with a link to the source page. This makes it clear to the user where the response came from (and that it is a credible source) and also helps them find the most relevant parts of the text. 
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ayeforscotland · 2 months
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What is Dataflow? Part 2: Diagrams
This is the second part of a couple of posts about Dataflow, particularly why it's important for the world going forward and relating to the Crowd Strike IT disaster.
Read the first part here.
Before I get into this one today, I wanted to address a couple of things.
Firstly, Dataflow is something that nearly every single person can understand. You do NOT:
Need to have a degree in Computing Science
Need to work in IT
Need to be a data analyst / Spreadsheet master
If any of you see the word 'Data' and feel your eyes glazing over, try and snap out of it because, if you're anything like me, Dataflow is much more approachable as a concept.
Secondly, what do I mean by IT?
Traditionally in most of our media the all-encompassing 'IT department' handles everything to do with technology. But every business works differently and there are many job titles with lots of crossover.
For example, you can be an infrastructure engineer where your focus is on building and maintaining the IT infrastructure that connects your organisation internally and externally. This is a completely different role from an Application Portfolio Manager who is tasked with looking after the Applications used in business processes.
Both are technical people and come under the banner of 'IT' - but their roles are focused in different areas. So just bear that in mind!
Now that's out of the way, let's begin! This one will be a little bit deeper, and questions welcome!
An Intro to Diagrams
You probably do not need a history of why pictures are important to the human race but to cover our bases, ever since we put traced our hands on a cave wall we have been using pictures to communicate.
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Jump forward in time and you have engineers like Leonardo Da Vinci drafting engineering schematics.
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You get the idea, humans have been creating diagrams (Pictures) for thousands of years. Centuries of refinement and we have much more modern variations.
And there's one main reason why diagrams are important: They are a Common Language.
In this context, a Common Language helps bridge a language gap between disciplines as well as a linguistic gap. A Spanish electrician and a German electrician should be able to refer to the same diagram and understand each other, even if they don't know each other's language.
The reason they can do this is because they're are international standards which govern how electrical diagrams are created.
A Common Language for Digital?
Here's an image I've shown to clients from governments and institutions to global organisations.
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Everything around us, from the products we use to the bridges we drive over and the buildings we live, work, enjoy and shop in had diagrams backing them.
You would not build a skyscraper without a structural engineering diagram, you would not build an extension on your house if an architect couldn't produce a blueprint.
Why is there not an equivalent for the Digital World and for Dataflow?
Where is the Digital Common Language?
This is the bit where the lightbulb goes on in a lot of people's heads. Because, as I mentioned in Part 1, the flow of data is the flow of information and knowledge. And the common mistake is that people think of dataflow, and only ever think about the technology.
Dataflow is the flow of information between People, Business Processes *and* Technology Assets.
It is not reserved to Technology specialists. When you look at the flow of data, you need to understand the People (Stakeholders) at the top, the processes that they perform (and the processes which use the data) and the technology assets that support that data.
The reason why this is important is because it puts the entire organisation in context.
It is something that modern businesses fail to do. They might have flow charts and network diagrams, and these are 'alright' in specific contexts, but they fall to pieces when they lack the context of the full organisation.
For example, here is a Network Diagram. It is probably of *some* value to technical personnel who work in infrastructure. Worth bearing in mind, some organisations don't even have something like this.
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To be absolutely clear, this diagram will hold some value for some people within the organisation. I'm not saying it's completely useless. But for almost everyone else, it is entirely out of context, especially for any non-technical people.
So it doesn't help non-technical people understand why all of these assets are important, and it doesn't help infrastructure teams articulate the importance of any of these assets.
What happens if one of those switches or routers fails? What's the impact on the organisation? Who is affected? The diagram above does not answer those questions.
On the other side of the business we have process diagrams (aka workflow diagrams) which look like this.
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Again we run into the same problem - This is maybe useful for some people working up at the process layer, but even then it doesn't provide context for the stakeholders involved (Are there multiple people/departments involved throughout) and it doesn't provide any context for technical personnel who are responsible for maintaining the technology that supports this process.
In short, nobody has the big picture because there is not a common language between Business & IT.
Conclusion
So what do we do? Well we need to have a Common Language between Business & IT. While we need people with cross-functional knowledge, we also need a common language (or common framework) for both sides of the organisation to actually understand each other.
Otherwise you get massively siloed departments completely winging their disaster recovery strategies when things like Crowd Strike goes down.
Senior Management will be asked questions about what needs to be prioritised and they won't have answers because they aren't thinking in terms of Dataflow.
It's not just 'We need to turn on everything again' - It's a question of priorities.
Thing is, there's a relatively simple way to do it, in a way that looking at any engineering diagram feels simple but actually has had decades/centuries of thought behind it. It almost feels like complete common sense.
I'll save it for Part 3 if you're interested in me continuing and I'll make a diagram of my blog.
The important thing is mapping out all the connections and dependencies, and there's not some magic button you press that does it all.
But rigorous engineering work is exactly that, you can't fudge it with a half-arsed attempt. You need to be proactive, instead of reacting whenever disaster strikes.
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missriyochuchi · 2 months
Text
The Torchbearer and the Flagbearer
Summary: The Torchbearer and the Flagbearer meet in the Jardin des Tuileries after the Opening Ceremony and commiserate about the Olympic Games.
Word count: 1.7k
Warnings: Established relationship. Mentions of death.
Notes: I imagined these two like otherworldly beings blessing the games, what with the Olympics being invented by ancient Greeks as a partly religious event. As such, I would have preferred to keep them gender neutral, but because I’m writing this in a pinch and want to be able to distinguish between them without constantly using their names, I opted for gendered pronouns. But nothing about their physical descriptions are particularly gendered; I’m just leaning on the old linguistic quirk lol Also, how tf is there no video of the Flagbearer!? I wanted to gif her/their entrance but couldn’t find a damn thing! She/They deserves more love!
Read on AO3 - Part 2 - Part 3
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Darkness cloaks the Jardin des Tuileries. Even the cauldron floating above its center offers little illumination on the ground. Shadows play along the perimeter, tourists passing in the midnight hour, their idle conversations lost to the humid air. The soft patter of rain echoes across the masonry scattered throughout the empty park. Only the occasional creak of metallic plates and restless hoofbeats betray the garden’s solitary visitors.
The Flagbearer looks up at the orange orb in the sky. She marvels at the city’s ingenuity. Decades of oil and gas have finally given way to an electric fire. Only with such technological advancements could engineers even dream of safely flying the eternal flame above the City of Lights. If only the future was as assuredly bright, the Flagbearer thinks. Her gaze drifts back down to the darkness below, the surrounding chill creeping back into her senses. Her horse stirs beneath her and jostles her mind back to the present.
“Easy, Zeus,” she murmurs as she presses her legs to the animal’s sides in an attempt to soothe both their anxieties. “Patience.”
No Olympic Games are ever truly free of political problems, an inevitability of any gathering between disparate peoples, but they weigh heavier on the Flagbearer’s mind now more than ever. Her part in the Opening Ceremony is small but significant, and though she spends less time among the crowds than her eternal counterpart, she catches enough to gauge that tensions are higher than ever before. The darkness of the night seems to encroach and bleed into the darkness in her mind as she ponders human history and her role in it. Before her resolve could lurch under the gravity of her thoughts, the light crunch of gravel announces his arrival.
“You are late,” the Flagbearer intones harshly. She steers her steed to turn around and face the approaching footsteps.
Enough ambient light creeps across the park to distinguish the Torchbearer’s silhouette, catching on the gauzy pieces of his attire bobbing in the breeze. His stride is sure, his stature straight, betraying neither weariness nor arrogance. Only a few meters away, he shrugs and raises his palms out at his sides, teasing, “I did not have a ride.”
The Flagbearer is unmoved but in no mood to quarrel. “How are you, my love?” Her voice floats soft and light through the misty drizzle.
“Exhausted.” His shoulders slump fractionally, perceptible only to his eternal flame facing him. “And you?”
“Concerned.”
The Torchbearer reaches for the horse’s muzzle and runs a familiar hand along his nose. “I hope you are not as troubled as your rider, mon joli cheval.” Zeus bows his long head and huffs in response. His palm runs along the animal’s left flank, lifting once he reaches the Flagbearer’s side. He extends both hands to her gloved ones and helps her to the ground.
“What ails my sweet?” He pinches her chin.
She hums and takes one of his hands in both of hers, squeezing hard enough to convey her worry. “In all our years shepherding these games, did you ever know the atmosphere to be this—”
“I know. The world is—”
“Restless.”
“Yes, and—”
“Not at peace.”
“Never has been, my love.”
“I do not remember it ever being this—”
“Your worries are not unfounded, cherie, but you must redirect your attention elsewhere.”
They circle the base beneath the cauldron, hand in hand. Zeus follows close behind, his reins tied to the saddle. While the nightlife bustles beyond the park’s pocket of silence, the few security guards on duty watch the hooded figures from a distance.
Event organizers had explicitly and numerously instructed personnel not to approach or engage with the Torchbearer and Flagbearer. They were both host and blessing to the festivities, and decades of tradition dictated that a respectful, neutral distance be maintained between the host nation and the two Olympic guardians so that there would be no suspicion of impropriety or favoritism during competition.
The Flagbearer recoils, incredulous. “How can you be so indifferent to the violence and rhetoric—”
“I am surprised that between the two of us, you, in your glittering armor, are the first to lose hope and declare defeat.”
“I have not!” She stops them in their orbit and shoves his hand back to his side.
The Torchbearer laughs. He crooks a finger under her chin and raises her gaze. She sighs and closes her eyes as the backs of his fingers graze her cheek. Her hands come up to open and press his palm to the side of her face, his pressure more than his warmth a soothing balm to her inner turmoil. Her voice is low and leaden when she continues.
“I merely wonder if the gods have not tasked us with an impossible mission.”
The Torchbearer falls silent as he contemplates the Flagbearer’s concerns. She did not interact with humans as much as he did, a natural consequence of their separate roles. While the Olympic torch exchanged hands with every kind of man and woman, the Olympic flag exchanged hands with a significantly select few. As a result, the Flagbearer’s opinion of humanity often leaned towards the optimistic while the Torchbearer’s leaned towards the pessimistic. He had come to know, better than she, the complexities of human nature, their heavenly highs and their hellish lows. They spent decades arguing about the tenuous balance. Now, as he watches his partner’s shoulders sag with the weight of the world, he finds himself despondent that she seems poised to concede to his viewpoint and knows it, knows that she lost this one important battle. He wraps an arm around her shoulders and guides their walk away from the cauldron.
“Plus vite, Plus haute, Plus fort.” The Torchbearer rattles off the Olympic motto.
“Citius, Altius, Fortius, my dear. Latin may be dead, but it is still your mother tongue.”
“‘Ensemble.’ C’est la partie importante. And that is precisely what they are doing and continue to do.”
“But for how long? We do not have a future if they do not, and my darling, I do not see—”
“We cannot predict the future any more than humans can. It is none of our concern. The gods will take care of us.”
“The gods have abandoned us, just as the humans have abandoned them.” The Flagbearer catches the ice in her voice and does her best to warm her vitriol. “We do not exist outside these games, my love. And if these games end, if the world can find no purpose to these communal competitions—”
Silence. The specter of death looms large in their periphery. Every Closing Ceremony marks the end of their days on Earth, a return to a darkness beyond darkness. And every two years, they are reborn and reimagined back into existence to inspire and perform and protect the Olympic Games. Despite the constancy of this cyclical event, the eternal guardians find humans increasingly less hospitable to the ideals they represent. What is sportsmanship to a world where even the rules of war no longer hold?
“Steel your heart as this city has steeled your form.” The Torchbearer steps close enough for the edge of his hood to kiss hers. “The next host cities have been decided, their venues under construction. We still have a future. There is no reason to despair.”
“For now.”
“For now.” He sighs at her obstinacy, but knows not to push further or risk wasting precious moments on a fruitless fight. “In the meantime, the games have begun, and we do not have much time together.”
A smirk plays beneath the Flagbearer’s hood. She perks up at her partner’s motives. “Sixteen days is not enough to spend with you.” She steps closer and brings her forehead to his. She squeezes his biceps, and he rubs her elbows in return. They exchange breaths for a moment of eternity.
“Come.” The Torchbearer takes her hands and swings her in circles. Their laughs echo as they near the horse. “Much of the city has changed since we were last here, and you will not see them if you continue to sulk beneath the cauldron.”
The Flagbearer mounts Zeus and extends an arm to help the Torchbearer take a seat behind her. He presses his front to her back, unbothered by her damp cape. He slides his arms along either side of her waist and rests his hands atop hers on the horn of the saddle. The horse ambles forward towards the city streets.
Buoyed by the Torchbearer’s embrace, the Flagbearer regains a sliver of her hope and optimism. “The Italians will call on us next. Perhaps we will meet a changed world by then.”
“We always do. I wonder what forms they have planned for us.”
“I quite like this form on you, my dear. The cut of your jacket complements you well.”
“As does this armor on you, mon amour.” His hands find the edge of her cuirass and sneak nimble fingers to the suit underneath.
She giggles at the light pressure below her ribcage. “I will miss hearing you speak this city’s language.”
The Torchbearer tightens his hold on the Flagbearer, impressing his being into hers. “You worry about community and forget that we are in the City of Love.”
“Paris is not the world, my dear.” They sway in sync as Zeus carries them towards the edge of the garden.
“Perhaps, but the Olympic Village is, or at least, as close an approximation as the humans are capable of producing. If it is unity you seek, we will surely find a certain kind—”
“You said you were exhausted.” Amusement lightens the Flagbearer’s tone, her heavy mind now fizzy with thoughts of the Torchbearer’s amorous intentions.
“Never enough to deter me from you.” He presses his chin to her shoulder, his words vibrating down the expanse of her armor. “Would you waste the energy of the players’ liaisons?”
Her hood whips to the side as he squeezes the unarmored flesh of her upper thigh. Before she can answer, he takes the reins and brings Zeus to a gallop towards the Olympic Village.
“No more talk,” he heaves with urgency. “I need you before the sun rises and our duties begin again.”
Footnotes:
mon joli cheval - my pretty horse cherie - dear Plus vite, Plus haute, Plus fort (French) / Citius, Altius, Fortius (Latin) - Faster, Higher, Stronger ‘Ensemble.’ C’est la partie importante. (French) - ‘Together.’ That is the important part. mon amour - my love
“The 100% electric flame burns no fuel. The ring of fire uses 40 LED spotlights to illuminate the cloud created by 200 high-pressure misting nozzles.” (source)
According to the engineers who built the mechanical horse, its name is Zeus.
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easays · 7 months
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To Ragh; or, On Fatness
Hi! Below is an actual play mini-essay. These are written as part of a personal writing practice of thinking critically about actual play. I hope you find this reading engaging and know that all I write reflects my own interpretations rather than as an official representation/canonization of these shows. Keep reading for my interpretation of Ragh Barkrock's fatness as part of queer representation in Dimension20.
Ragh Barkrock may be one of the most beloved NPCs in Dimension20. It would be easy for Ragh, a bloodrush player good enough to potentially play professionally, to be presented as hypermasculine. In fact, the freshmen year art for Ragh, when he was antagonist rather than beloved ally, showed him in a muscular, inverted Dorito shaped body typical of a jock.
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He's, obviously, built, and his cut jaw and cheekbones only bolster that image. As Ragh comes to terms with being gay at the end of Fantasy High, his countenance changes. When we see him again, the new art reflects a chubbier, happier Ragh.
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The show aligning weight gain with acceptance and happiness already works against prevailing stereotypes that use weight loss as a quick metaphor for improving yourself and being the "real you." Moreover, connecting Ragh's acceptance of his sexuality with what seems like a larger comfort in his own body is a strong indictment of hypermasculine gay culture. As Gabriel Arana writes, gay men "must reconcile their sense of masculinity with their failure to conform to its heterosexuality." Not doing so has negative mental health outcomes, as Arana points out, and contributes to a culture that devalues fat queer people (see the popular "no fats, no femmes, no Asians" that often is touted in masculine gay subculture).
All of this, I think, is why Ragh's art for Junior Year was particularly impactful for me as a fat queer person. If being a gay man (or half-Orc, in Ragh's case) means having to situate your life in relationship to failing compulsory masculinity, then it seems there is an inherent queer aspect to embracing, celebrating, and showcasing a beloved NPC in an explicitly fat and happy body.
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FHJY Ragh art by @caitmayart
Ragh is still strong and he is still fat. His body radiates a commitment to the power of fat bodies to exist in spaces they are often violently unwelcome in, such as gyms. Existing in gyms and sports spaces as fat people means dealing the "impossible standard that rejects nearly all of us" and upholds a diet culture rooted in impossible, Eurocentric and colonial body standards. In TTRPGS or actual plays, there is a unique opportunity to think about how bodies might exist in worlds different from ours, to imagine bodyminds as otherwise. However, as queer critics like Paul Preciado have noted, sci-fi and fantasy representations of cyborgs and other transformative bodies often lean into "fixing" disabled people or moving gender nonconforming bodies more easily towards technologies upholding a normative standard rather than questioning the standard all together.
Spyre is a world that deals with similar issues to ours, even without direct one-to-one correlations, so it, too, is a place where the narrative and artistic choices should be examined in how it helps us interpolate the world the audience resides in. From the Applebees cultish adherence to a deity-based nationalism to the various representations of parental neglect and abuse and every side story in-between, Dimension20's flagship show does not shy away from difficult realities even when recasting them through fantasy. Ragh, as a half-orc gay son of a disabled single mother, then, I see the arc his fat body goes through as meaningful and intertwined with his self-acceptance and queerness. He moves away from the toxic masculinity engineered into his blood rush team to instead pursue coalition comraderie with his friends to the point that he and his mother end up joining a communal living situation with those friends and their parents. Ragh's body expands as his family does, as his ties to community do, and to me, the gift of his fatness is the invitation to expansion that it holds out to us as viewers.
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zalia · 6 months
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Destiny Architecture
I went on a whole ramble about the architecture of the various factions in Destiny and thought I'd share it here. I'm not an architect, so my knowledge is basic when it comes to technical things, but hopefully it is interesting!
They did a fantastic job with the architecture of the different factions and what it says about them.
The Red Legion and Caiatl's Ascendency are all pragmatic, organised military designs - fortifications, the round buildings with windows on each side linked by trenches. Watchtowers. In the Arms Dealer strike, you have areas where there are loads of vehicles meticulously organised. They are prepared for the long haul, dug into the planets they land on, and they are proud of their machinery, both literal and metaphorica - it's all on display, the pistons and furnaces and engines. There are service shafts and hangars! It's all very practical (and makes the Glykon even more unnerving because the passages and service shafts don't make any practical sense in the way that they connect!).
Calus on the other hand... the Leviathan has the same base in terms of doors and the like, you can recognise some of the same basics - like the shapes of the doors etc. but the pragmatic things are hidden away - they're reminiscent of the servant quarters in old British stately homes - you need them for the place to function! But the people in charge don't want to see them. Calus wants to be surrounded by gold and riches and luxury and not think about the things and people that make it possible. It's always been something that I've thought of when it comes to his empire – he acts like all of it was a place of luxury and hedonism and art, but like the Roman Empire that inspired the culture, that luxury is truly only available to a few people, and is only possible because a much greater number of people are working to provide the materials and labour. We don't really hear or see much about the people the Empire conquered beyond the Psions, but were they living in such luxury? Probably not.
The Eliskni architecture all feels very cobbled together and makeshift - there are visible seams and bolts, spots where colours don't match. It's makeshift, which suits their history as a people who have been forced to flee and exist on scavenging for a long time. And there's always a lot of nautical theming going on too - rigging and nets and hoisted awnings like sails. They feel like places made by people who are expecting to need to pack up and leave at any minute. Everything tends to be rounded, which is particularly obvious when you see the Devils in Rise of Iron - everything is more angular because of SIVA and the Rasputin influence, even the shanks. I'd love it if we could get a look at the original Riis architecture.
The Hive are very gothic architecture with a dash of Gaudi (take a look at the Sagrada Família for what I'm thinking). High chambered ceilings, flying buttresses, all the carved figures and motifs - except when you get closer you realise that it's also uncomfortably organic. And it's also decaying – once you get inside the dreadnaught especially you find it full of piles of festering debris, wormspore growing from the corpses of thralls. There are spaces where anything could jump out at you. It's like a civilisation mocking the grand architecture of other species by warping it into something rotten (and also very gothic literature as well - the grand imposing gothic mansion with the dark secret and unpleasant history). The names of the locations in the Dreadnaught often tie-in with the architecture since a lot of them are religious: the portico, basillica, the crypts, the Cathedral of Dusk. They are a species worshipping Oryx, the very real and tangible god.
The Moon under Crota has a similar style, but where the Dradnaught is organic, the areas under the surface of the moon (outside the Red Keep) are more technological - there are still the flying buttresses and supports, the spikes and and pillars around the Hellmouth, but they're blockier, less rounded, stone and metal rather than chitin.
Savathun's Throne World has similar architecture, and returns to the organic feel of the Dradnaught, but in blinding white and red rather than browns. It's similar to the Leviathan in a way – the public areas are much cleaner feeling, regal and filled with Light, but when you dig down you can find the same rot and debris as the Dreadnaught (thinking especially of the 2nd mission of the Witch Queen campaign). Where the Dreadnaught was a mockery of other species, the Throne World feels like it's trying to copy them – this is what Savathun thinks the Light is, look she's changed, really! But in the end, it's more like a coat of paint slapped over a wall with a bad mold problem. The names also switch from kind of Catholic, to more magical and alchemical - Apothacary, altars, temples etc.
The Awoken are really doing the whole fantasy elf thing in a lot of ways, but more with stone than woodland than in Tolkien when we see the Dreaming City. Everything fits in seamlessly with the landscape (which makes sense since it was essentially created with wish magic to be exactly what Mara wanted!). The buildings follow the lines of mountains, pathways carved into crystal caves, the bridge which has supports like the branches of trees like they've grown up from the ground. And there's nature everywhere! But it's not a natural environment. Even when it seems like you're in nature, it's very cultivated - like the garden of a stately home which wants 'wilderness' so has landscaped it. It's also deceptive in the way you go from the 'wilderness' to these very high fantasy buildings, and then as you walk you see these technological marvels like the Oracle Engine, just integrated into it. The Dreaming City is very much portraying an image and is a very finely tuned machine in itself. I kind of wonder what the other Awoken settlements beyond the Dreaming City and the Vestian outpost look like.
Clovis Bray facilities are very minimalist and very obviously designed to make you think 'lab' and 'high technology'. He really wants you to see his stuff and have you think 'this is the future' in a way that draws 70s sci-fi ideas of the future - the way all the sharp edges are rounded off, the bright blocks of colour, the way all of the technology is very conspicuously on display, the massive windows that make all the conveyors and machinery visible. He wants to show off his stuff, and also make everyone who works there know that they're being watched. There's also the huge open spaces and massive drops like Eternity and Creation, which are utterly impractical but also feel infinite and are designed to make you go wow.
You see similar architecture on Neomuna (since Clovis was involved with the colonisation efforts) but on a much more human scale. They have a lot of the same components – the pillars and display screens, the curved bases of the walls – but they're softened with plants and murals, places to sit and socialise. It's not a lab, it's a city where people live. And also it's Neptune, they are a long way from the sun, so everything is bright and vibrant to make up for that. I think you can also see a lot of influence from the Ishtar Collective locations on Venus in Neomuna - they also tend to have a lot of display screens and neon and lots of spots for plants to grow. And then you get outside of the City and see the Veil Containment bunker and see the concrete and metal pragmatism that underpins the city.
The Iron Temple/Vostok is a place that is trying very hard to be a medieval castle with all of the statues and bonfires and the whole aesthetic of the Iron Lords. The statues of the Iron Lords all bear axes and swords. But when you look at it, you can see the very Soviet brutalist foundation of the place. So much of it is blocky concrete - the walls are squared off and unornamented, the observatory is concrete and metal. Every time I go in to where Tyra stands, I'm surprised that the pillar she's standing by is not round, because it's very easy to buy into the illusion they're projecting. There's also the concrete pillar that serves as vault and lights up when you approach - it has the technology, but like the Dreaming City, it's integrated into the landscape. Unlike the dreaming City, they really don't want to show you it.
Raputin's bunkers are just fantastic design in so many ways. They have a very clear shape (you can see the shape of a door and know immediately that this is something Warmind related), everything tends to be at right-angles. It's all very pragmatic and logically laid out. There is definitely technology there, and it's not really trying to hide, but it isn't showing off like Clovis does. Where Clovis is 70's aspirational sci-fi design, Rasputin architecture has a very Cold War vibe to it - none of the technology is flashy - it's chunky terminals running the most basic looking command line UI. It's thick cables and pipes and probably a million redundancies. The kind of tech which is designed to be found in a few centuries and still be reasonably functional. Also unhackable unless you are physically present. Rasputin is an AI so advanced that he can out-think the Vex, but his facilities are built to have the resilience of a Nokia 3310 phone, and are inspired by bunkers designed to survive nuclear war.
(I also think it's not accidental that the Warsats are made up of many angular shapes, especially triangles, trying to be a sphere, considering the whole motif of the pyramids vs the Traveller)
Pyramid Architecture is really really trying to pull off the sword logic 'pared down to remove anything extraneous' and present the idea of a universe united as one in its final shape... and is failing miserably at that. At first glance it's all straight clean lines, black stone, leaning towards brutalist, but they just can't keep it up – they're full of pillars serving no purpose, statues, coloured stone insets. Rhulk's pyramid is full of artwork painted onto the walls. There's so much symbolism built into them. They're incredibly ornate! Because as much as the Witness wants everyone to believe that it is one united force with one specific goal, it kind of isn't. It's made up of many many individuals. Even if those individuals that made it up all agreed on the final shape, it's nearly impossible to get one person to have a 100% consistent view of the universe, let alone hundreds! And especially in the Witness' pyramid ship in Root of Nightmares, you get the impression it's something of a mausoleum for its species and the other species its destroyed. There's lots of coffin-shaped and sized objects in there, and relics hidden away. It isn't as clean and focused as it would like the universe to think.
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marlynnofmany · 16 days
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Handy Tools
For some people, an afternoon spent blasting across a desert on a hoverbike with the passenger behind them wrapping tentacles around their waist would be a charming date. For me, it was a work day, and our delivery was about to be late.
I yelled over the wind, “Am I going too fast for you?”
Mur’s voice was muffled against my shirt. “I’m just glad I don’t have to steer at these speeds. Keep going.”
I went faster. Now that I’d been officially trained on the hoverbike, I was going to enjoy every opportunity to use it. Especially since it turned out that most of my coworkers didn’t actually like seeing the scenery flash past at breakneck speeds, with the wind in their hair (or lack thereof).
Their loss. I caught some air going over a low sand dune, and allowed myself a whoop of joy. Mur didn’t hold on any tighter, but that was because he had all his other tentacles suctioned onto the bike. Nobody stays in their seat like a Strongarm who’s properly motivated. He reminded me of cats I’d known who spent trips to the vet with their claws sunk into whichever soft surface was in reach. All that was missing was the yowling.
A gust of wind buffeted us sideways, but the bike’s auto-balance function kept it upright. With a thought for how much I would have liked that kind of technology in my childhood bicycle, I steered us back on track toward the distant buildings on the edge of the desert. The plan had been for our client to come meet us at the spaceport, but something had come up on their end, and they still needed the package in a hurry. Luckily for all involved, it fit in the storage compartment of our courier ship’s speedy little hovercycle. And I was happy to deliver it at high speed to a building that the ship couldn’t land near.
Eventually we’d be weaving through city streets and I’ve have to slow down. All the more reason to make up time with the high speeds now.
But of course it couldn’t be that easy. As I crested another rise, a herd of small things on the ground swarmed toward us out of nowhere.
I swerved hard, but no luck; there were far too many to avoid. With the wind behind them, they flowed under the hoverbike and onto its lower parts, where a bunch of the round little whatevers stuck fast.
The bike coasted to a stop, despite my efforts to urge it faster. The rest of the things ghosted merrily away, looking more like inanimate objects blown by the wind than like living creatures. Dozens of them were stuck to the bike.
Mur swore loudly in his own language, a series of rippling pops that sounded like someone going to town on a bunch of birthday balloons. Which seemed pretty appropriate, actually.
“What are these?” I asked, turning off the engine. They looked like little sand-beige balloons with leaves at the bottom. Were they plants?
They were.
“A muddy problem is what they are,” Mur said, loosening his tentacles and opening the storage compartment. “Seed pods famous around here for gumming up electronics by getting stuck where they shouldn’t. You can’t just pull ‘em off; you have to pop them.”
I got to my feet, careful to keep my legs away from the things. “Are they dangerous to touch?”
Mur climbed halfway into the storage compartment, digging with his tentacles around the package. “No. Just hard to puncture. Where is the toolkit?”
I had a sudden memory of our ship’s mechanic saying something about borrowing it while I was talking to the captain about the delivery. Uh oh. “I think we left before Mimi put it back.”
With an angry tentacle slap against the bike, Mur dug faster. “There’s got to be something pointy in here. Maybe in the medkit?”
While he pulled that out and sifted through the bandages, I got a closer look at the seed pods. They reminded me of pufferfish: a little spiky, and rubbery when I poked one. Oddly enough, it didn’t stick to my finger, just the bike. Seeds rattled inside.
Further pop-swearing told me there wasn’t anything particularly sharp in the tiny medkit. Mur shut it with a snap and looked around at the desert. “See any sticks?”
I did not. “There’s probably something at the town, but that’s a bit of a walk. Are you sure we can’t just rip them open? Are they toxic to bite?”
“Definitely don’t bite them,” Mur said. “I’ve heard stories of what those seeds can do to a digestive system.”
“By hand, though?” I tried to pinch one, but it was like trying to tear open an over-inflated kickball. Thin material, just without enough give to dig my fingers in. A pushpin would have done it. I kept trying anyway. “I see what you mean.”
Mur started tugging at various parts of the hoverbike. “And of course we can’t take off a sharp metal bit without tools either. And neither of us have claws. What around here is pointy?”
“Well, I almost have claws,” I said, looking at my fingernails. “Maybe I could bite one into a point. Or actually—” The nail on my middle finger was the longest. I dug a thumbnail into the corner and ripped the end off, then handed the tiny crescent to Mur. “Is this sharp enough?”
“What’s this?” He took it in his tentacle, surprised.
“Fingernail,” I said, waggling my fingers. “Mine are soft enough to tear off pretty easily. It’ll grow back.”
Mur blinked in surprise but didn’t comment. He just grasped it firmly with his most dexterous tentacle, and popped a seedpod with it.
“Hooray!” I said as seeds rained down and the pod deflated. To my surprise, it promptly detached from the bike as well.
“We might just be on time after all.” Mur started popping with a vengeance, swarming over the bike to get everything within reach.
I sacrificed another fingernail — ring finger this time — and joined in. Between my long arms and his maneuverability, we soon had all of the troublesome things collapsing onto the sandy ground.
I wondered briefly about the biology at work; maybe the outer surface of the pods would decompose into nutrients for the seeds. But then Mur was climbing back onto the seat, and we had other things to worry about.
“I’m going to make sure that toolkit goes back where it belongs the moment we get back,” Mur said. He opened the storage compartment and dropped the fingernail inside. “Keeping these, though. Gimme the other one.”
I handed it over with a smile and got back into place while he shut the compartment. The bike started as if there had never been anything wrong. I was a bit curious about that too, but figured it was something for Mimi to figure out when he gave the bike a checkup later.
After we delivered our package, that is. I kicked it into high gear, and with Mur holding on for dear life, I blasted off across the desert once again. The wind in my hair felt great.
~~~
These are the ongoing backstory adventures of the main character from this book.
Shared early on Patreon! There’s even a free tier to get them on the same day as the rest of the world.
The sequel novel is in progress (and will include characters from these stories. I hadn’t thought all of them up when I wrote the first book, but they’re too much fun to leave out of the second).
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planesawesome · 1 month
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What is the reason for modern aircraft not using swept back wings like the F-14 Tomcat?
The main reason modern aircraft do not use swept-back wings like the F-14 is due to the advancements in aerodynamics and materials science. Swept-back wings were initially developed to delay the onset of shock waves and reduce drag at transonic and supersonic speeds.
While this design was effective for the F-14, it came with trade-offs, particularly in terms of complexity and weight. The variable-sweep mechanism added significant weight and maintenance requirements, which are less desirable in today's cost-conscious and efficiency-driven aviation industry.
Also, modern aircraft benefit from advanced computational fluid dynamics (CFD) and wind tunnel testing, allowing engineers to optimize wing shapes for specific performance criteria without relying on variable-sweep designs. This has led to the development of more efficient fixed-wing designs that can achieve similar or even superior performance across a broader range of speeds. For example, the F-22 Raptor and F-35 Lightning II utilize fixed-wing designs with advanced aerodynamics and stealth capabilities, making them highly effective in modern combat scenarios.
Modern fighter jets are designed to be multi-role platforms, capable of performing a wide range of missions from air superiority to ground attack. This versatility demands a design that can perform well in various flight regimes, from low-speed, high-angle-of-attack maneuvers to high-speed intercepts. Fixed-wing designs, coupled with advanced flight control systems, provide the necessary performance and flexibility without the added complexity of variable-sweep wings.
The emphasis on stealth technology in modern military aviation has influenced wing design. Swept-back wings, while beneficial for high-speed flight, can create larger radar cross-sections, making the aircraft more detectable. Modern stealth aircraft are designed with smooth, continuous surfaces and internal weapon bays to minimize raddar signatures, which is more easily achieved with fixed-wing designs.
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responsivethoughts · 28 days
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The Grumman X-29 Experimental Aircraft
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The Grumman X-29 was an experimental aircraft developed by the United States in the 1980s, aimed at testing advanced aviation technologies. One of its most unique features was its forward-swept wings, which improved maneuverability and reduced drag. However, this design introduced significant aerodynamic challenges, such as the tendency of the wings to twist under stress. To address this, the X-29 utilized advanced composite materials, which provided the necessary strength without adding excess weight.
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The X-29 was inherently unstable due to its forward-swept wings, necessitating a sophisticated digital fly-by-wire control system. This system allowed a computer to continuously make adjustments to keep the aircraft stable during flight. Additionally, the aircraft featured canard control surfaces, located in front of the main wings, which enhanced control and maneuverability, particularly at high angles of attack.
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Another key feature of the X-29 was its variable-geometry engine inlets, designed to optimize airflow into the engine across different flight conditions. This design allowed the aircraft to maintain efficiency at various speeds and altitudes. Together, these innovative design elements made the X-29 a complex and advanced aircraft for its time.
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The X-29 first flew on December 14, 1984, under the management of NASA and the United States Air Force. Two X-29 aircraft were constructed, and they accumulated over 400 test flights. These tests focused on exploring the aircraft's unique aerodynamic and flight control characteristics, providing valuable data on how forward-swept wings performed under various conditions.
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The primary objective of the X-29 program was to investigate technologies that could be used in future fighter aircraft, with a particular focus on improving maneuverability and control at high angles of attack. Although the X-29 was never intended to enter production, the insights gained from its development contributed to future advancements in aircraft design.
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While the X-29 did not see operational service, its legacy is significant. The technologies it explored, including forward-swept wings, composite materials, and digital flight controls, paved the way for innovations in fighter aircraft. Today, the X-29 is remembered as an important milestone in the study of unconventional aircraft designs and aerodynamics.
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An interesting and lesser-known fact about the Grumman X-29 is that, despite its radical design, the aircraft reused components from existing fighter jets to save on development costs. Specifically, the fuselage of the X-29 was derived from the Northrop F-5A Freedom Fighter, and its landing gear was taken from the General Dynamics F-16 Fighting Falcon. This blending of cutting-edge technology with proven components from earlier aircraft helped keep the project within a more manageable budget, demonstrating a creative approach to experimental aircraft design during that era.
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