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Shah & Anchor Kutchhi Engineering College (SAKEC), Mumbai
Detailed Review of Shah & Anchor Kutchhi Engineering College (SAKEC), Mumbai OverviewShah & Anchor Kutchhi Engineering College (SAKEC), established in 1985, is a renowned engineering institute located in Mumbai, Maharashtra. The college is affiliated with the University of Mumbai and approved by AICTE. SAKEC offers various undergraduate and postgraduate programs in engineering and technology.…
#and AI and Data Science. The college is NAAC and NBA accredited and is AICTE approved#Electronics and Telecommunication Engineering#highlighting its commitment to high standards of education#including BTech and MTech degrees#Information Technology#SAKEC offers a range of undergraduate and postgraduate programs#Shah & Anchor Kutchhi Engineering College (SAKEC) is a prominent name among engineering colleges in Mumbai. As an autonomous institution#with specializations in fields such as Computer Engineering
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Preview: On the Horizon
Summary: You've been pining over your coworker for a while now. He might not have realized but someone has.
Paring: Tyler Owens x F!Reader (with minor Scott x F!Reader)
Rating: Mature, 18+ only. Angst, smut, flirting and asshole!Scott A/N: Thanks to @writercole for the summary. Hoping to have this fic out next weekend!
You brush the sweat from your brow as you surreptitiously watch Scott work beside you. He doesn't seem bothered by the heat, typing away on his computer despite the stagnant air. It makes you long for the cool labs you used to work in before Javi recruited you. Although he'd likely tell you this weather was perfect for a storm, you're miserable. Meteorology wasn't even your field; you were here for your engineering expertise to handle the specialized equipment the team needed to gather their data.
From your vantage point on the tailgate of the truck, you observe the other storm chasers gather around Tyler Owens' red truck. The man in question emerges with a brilliant smile, and beside you, Scott scoffs, annoyed. He hates Tyler, and you're pretty sure the feeling is mutual from the brief interactions you've observed.
"Ass," Scott mutters, returning his attention to his computer.
When you look up again Tyler's gaze falls on you. He grins and winks, pulling down the brim of his hat in acknowledgment. Before you can react, he's turned to speak to one of the young women on his team, giving her his full attention. A hand rests casually on her shoulder.
You wish Scott would acknowledge you like that. You thought things would be different after the night you shared weeks ago, but he'd been quick to dash those hopes the next morning, ignoring you completely. He only seemed to look at you when he needed your tech skills or when you made a mistake. Your cheeks still burn from his last reprimand in front of the team.
Clearing your throat, his eyes briefly land on you before returning to the screen in front of him. "What?" he demands.
"Oh. I was going to get something to eat. Do you want something?”
"Yeah, you know what I like," he says dismissively. When it's clear that's all you're getting from him, you push off the truck onto the dusty road with a soft exhale and head into the gas station.
The air conditioning inside practically makes you groan with relief, and you take a moment to appreciate the cool air.
"You're not melting on us, are you, city girl?" You jump at the unexpected voice, surprised to see it belongs to Tyler. "MIT got you all wound up, huh?” He questions, amused.
"What?"
"Your boss," he clarifies.
"Oh, he's um... he's not my boss. Javi is."
"No?" he questions, brows raised. "Well, he certainly barks at you like he is."
Heat rushes to your face as you realize Tyler must have overheard Scott reprimand you yesterday after you miscalibrated one of the sensors.
"If you worked with my team, I'd be a lot nicer," he says.
You stare at him, unsure how to respond to his comment or the flirty tone. Before today you’d hardly spoken, he mostly interacted with Javi or Scott. You’re saved from answering when the bell on the door jingles and someone calls your name.
It’s Scott.
"Owens," he bites out, surprising you when he rests a hand on your shoulder and stands close enough that you feel his shirt brush your arm. Your lips part and your lashes flutter in response.
Tyler's gaze drops briefly to your mouth before returning to your face with a knowing smile. "Well, I enjoyed our chat," he tells you, not bothering to acknowledge Scott. "We should do this again, sweetheart."
"What did he want?" Scott demands, move to stand in front of you after Tyler’s gone.
"Oh, nothing. Just... saying hi."
Scott's jaw tenses, and he steps into your space, cupping your elbow. "You shouldn't talk to him," he advises.
When he tilts his head to stare down at you, something flickers in his dark brown eyes that looks an awful lot like jealousy. You glance over your shoulder at Tyler, only to have Scott say your name again, more forcefully. When you turn back around your suspicions are confirmed. For the first time since that night in the hotel room, you have Scott’s full attention and that sends a thrill of excitement through you.
You bite your lip, the beginning of an idea coming together.
Part 1 is now out!
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A prominent computer scientist who has spent 20 years publishing academic papers on cryptography, privacy, and cybersecurity has gone incommunicado, had his professor profile, email account, and phone number removed by his employer, Indiana University, and had his homes raided by the FBI. No one knows why.
Xiaofeng Wang has a long list of prestigious titles. He was the associate dean for research at Indiana University's Luddy School of Informatics, Computing and Engineering, a fellow at the Institute of Electrical and Electronics Engineers and the American Association for the Advancement of Science, and a tenured professor at Indiana University at Bloomington. According to his employer, he has served as principal investigator on research projects totaling nearly $23 million over his 21 years there.
He has also coauthored scores of academic papers on a diverse range of research fields, including cryptography, systems security, and data privacy, including the protection of human genomic data. I have personally spoken to him on three occasions for articles here, here, and here.
“None of This Is in Any Way Normal”
In recent weeks, Wang's email account, phone number, and profile page at the Luddy School were quietly erased by his employer. Over the same time, Indiana University also removed a profile for his wife, Nianli Ma, who was listed as a lead systems analyst and programmer at the university's Library Technologies division.
As reported by The Bloomingtonian and later the The Herald-Times in Bloomington, a small fleet of unmarked cars driven by government agents descended on the Bloomington home of Wang and Ma on Friday. They spent most of the day going in and out of the house and occasionally transferred boxes from their vehicles. TV station WTHR, meanwhile, reported that a second home owned by Wang and Ma, located in Carmel, Indiana, was also searched. The station said that both a resident and an attorney for the resident were on scene during at least part of the search.
Attempts to locate Wang and Ma have so far been unsuccessful. An Indiana University spokesman didn't answer emailed questions asking if the couple was still employed by the university and why their profile pages, email addresses, and phone numbers had been removed. The spokesman provided the contact information for a spokeswoman at the FBI's field office in Indianapolis. In an email, the spokeswoman wrote: “The FBI conducted court authorized law enforcement activity at homes in Bloomington and Carmel Friday. We have no further comment at this time.”
Searches of federal court dockets turned up no documents related to Wang, Ma, or any searches of their residences. The FBI spokeswoman didn't answer questions seeking which US district court issued the warrant and when, and whether either Wang or Ma is being detained by authorities. Justice Department representatives didn't return an email seeking the same information. An email sent to a personal email address belonging to Wang went unanswered at the time this post went live. Their resident status (e.g., US citizens or green card holders) is currently unknown.
Fellow researchers took to social media over the weekend to register their concern over the series of events.
“None of this is in any way normal,” Matthew Green, a professor specializing in cryptography at Johns Hopkins University, wrote on Mastodon. He continued: “Has anyone been in contact? I hear he’s been missing for two weeks and his students can’t reach him. How does this not get noticed for two weeks???”
In the same thread, Matt Blaze, a McDevitt professor of computer science and law at Georgetown University, said, “It's hard to imagine what reason there could be for the university to scrub its website as if he never worked there. And while there's a process for removing tenured faculty, it takes more than an afternoon to do it.”
Local news outlets reported the agents spent several hours moving boxes in an out of the residences. WTHR provided the following details about the raid on the Carmel home:
Neighbors say the agents announced "FBI, come out!" over a megaphone.
A woman came out of the house holding a phone. A video from a neighbor shows an agent taking that phone from her. She was then questioned in the driveway before agents began searching the home, collecting evidence and taking photos.
A car was pulled out of the garage slightly to allow investigators to access the attic.
The woman left the house before 13News arrived. She returned just after noon accompanied by a lawyer. The group of 10 or so investigators left a few minutes later.
The FBI would not say what they were looking for or who is under investigation. A bureau spokesperson issued a statement: “I can confirm we conducted court-authorized activity at the address in Carmel today. We have no further comment at this time.”
Investigators were at the house for about four hours before leaving with several boxes of evidence. 13News rang the doorbell when the agents were gone. A lawyer representing the family who answered the door told us they're not sure yet what the investigation is about.
This post will be updated if new details become available. Anyone with firsthand knowledge of events involving Wang, Ma, or the investigation into either is encouraged to contact me, preferably over Signal at DanArs.82. The email address is: [email protected].
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goh parentified child syndrome. go(h)
my time is here at last. thank you for enabling me <3 apologies for taking months to finish writing this giant post!
welcome to my dissertation on this fucking Dynamic <3
ok! first thing, let's establish our criteria for Parentified Child Syndrome. this is obviously not like, an actual diagnostic Thing, but there are a million and one articles out there for us to look through. so i did the tough work of scouring those to find some Symptoms we can use as anchor points here. a lot of this is split into "emotional" (parents seeking comfort from their children, rather than comforting them) vs. "material" (parents assigning their children responsibilities that are not age-appropriate (e.g. grocery shopping, paying bills, etc.)) needs, but for simplicity i'll just merge them together - because realistically, they often go hand-in-hand. so the primary symptoms we'll work with here will be:
disruptive childhood behaviours (particularly at school)
stress and anxiety
reluctance to participate in play/age-appropriate activities with their peers
difficulty acknowledging and accepting one's feelings
insecure attachment styles
need to feel "in control"
distrustful of others/self-reliant to a fault
absenteeism and poor performance in school
passive communication style
the other obvious prerequesite here is the family dynamic. so let's dissect that one a bit!
goh's family situation isn't actually like...100% clear. but i have analyzed every episode where his family is even mentioned like it's my full-time job and i have no reason to believe his grandmother actually lives with him. so in the scope of this essay, i am assuming that she lives nearby, and most likely has a key to the apartment, but does not live with them.
otherwise, we are given enough context to assume that camille and walker have been busy with work goh's entire life (though i'd choose to believe for my own sanity that in his infancy his mother at least wasn't working...though given the type of job she has, that's actually...kinda hard to say for sure). we can also assume that they've at least been self-employed for the majority of his life. it's clear that they are fairly well-established in the city/in their field by jn, and since goh is supposed to be 10 at this point, it makes sense to me that they've been building that company up pretty much his whole life.
in terms of the work they do, goh tells ash, my dad is a system engineer and my mom is a programmer. they run a company together. granted, we don't see very much of their actual workplace, but what we do see is completely void of other people. as in, camille and walker do all this work BY THEMSELVES.
nothing in the anime otherwise disputes this! if anything, goh's explanations of his parents' lifestyle just reinforces it. he also suggests that during periods of harsh weather and heavy system use, his parents are busier than usual. this implies that they are most busy during holidays. this is actually further implied by the flashback in jn015 where they explicitly say to him that they're sorry for having to work through the holiday. his reaction, being completely unengaged, not even really even acknowledging it, tells us that this is the norm.
however!! he also shows off a special device to horace in jn032 that he says his parents made specifically for him, to help him learn more about mew. this suggests that they must have some amount of free time to dedicate to him...but they show their love for him through material gifts related to their line of work (his computer set-up, too; he tells scorbunny that his parents set it all up for him).
otherwise, we see camille and walker privately share their concerns about goh (a clear awareness that he doesn't have many friends, concern about him being lonely because of them, etc.) but never actually confront goh with their concerns or appear to go out of their ways to do anything about it. i wrote a bit about this and the symbolism of having him catch a cubone of all pokemon in the episode we're introduced to his family here but the tl;dr is that camille and walker demonstrate care for goh to each other but not to him - presumably to compensate for their physical absence, we get the impression he's given a lot of freedom and little to no discipline.
which brings me to the first criterion:
disruptive childhood behaviours (with a side of absenteeism, which presumably contributes to poor performance in school)
goh's school life is obviously inconvienent to the plot progression, so for narrative purposes the writers have him just not go to school. in jn049 we get the explanation that goh had made a promise to their teacher to show up to school for tests...but the weird thing about this scene is that chloe's surprised by it:
since in jn001 and jn002 we see that chloe is goh's only point of contact amongst his schoolmates and that she hand delivers schoolwork to him at her dad's lab, the only way this exchange really makes sense to me is if it's a new arrangement. even the fact that goh makes a point of saying "hey, i followed through, go me" to their teacher here gives that vibe.
so, we can extrapolate from that that...prior to whenever this agreement was made, goh just didn't go to school because he didn't want to. but given how schools operate, we can pretty safely assume his parents are aware of this. and i have strong reason to believe that they have at least been on the receiving end of phone calls from teachers or administrators, because of these lines from jn015:
all things considered, this is a weird assumption to make, especially about your hyper-independent introverted child...unless there's a history of disruptive or unfriendly behaviour to inform that assumption. and based on goh's behaviour in jn001 at professor oak's pokemon camp, i don't think it's so out there to say the pattern probably was there.
goh is actually a super sweet kid towards his parents and has a clear admiration for them both. even in flashbacks, his whole thing is kind of like...he doesn't want to bother them. they fall asleep on family vacation and don't spend time with him? well, that's fine! he'll just find something else to do! in that same episode in the flashback sequence, they pick him up on the side of the road alone in the pouring rain and he doesn't say a word to them. even though he was angry and upset before.
so, yeah. i think it would make a lot of sense if he were well-behaved at home and not so much so at school. but camille and walker, even when they learn about things that happen, don't seem to probe or discipline him. whether because of any combination of giving him leeway out of guilt or of not wanting to encourage him to act out at home, we don't know. but the disconnect obviously exists.
which then contributes to
stress and anxiety, difficulty acknowleding and accepting one's feelings, and passive communication style
goh is socially awkward, yes, and clearly very anxious socially especially early on in jn, but a lot of that seems to come from an inability to express his wants and needs. i think jn003 has some of the most succinct examples of this - ash having to realize he's struggling and to reach down to him when they're climbing the tower in order for him to even accept that he can get (and needs) help getting up, and then later one when he stumbles over his words trying to ask ash to be his friend.
i think another good example is in jn007, after he gets knocked out at the flute cup. passive communication relies a lot on shifts in body language and in, well, passive statements. when ash approaches him to tell him to cheer up, goh doesn't actually really...respond to that. he does this
and then runs off. which he does fairly often, actually, even as late as jn135. it's emotional avoidance 101. literally just run away from the thing that's bothering you. something else we see in jn135 is him backing out of admitting he wants to go on a journey - because he is concerned about ash's reaction (though i think it's a little more complex than that, but i'll circle back to that).
and of course there's jn062, which i wrote a lot about in this post. but the whole thesis of the episode is that goh has learned through his relationships up to this point that it's okay to not understand your feelings but you still have to feel them. and it's actually a really beautiful character development moment for him, but also reinforces the fact that he still doesn't know how to grapple with his own emotions. after finally finding drizzile and explaining how he knew he would find it there, he starts to cry and doesn't know why. but even aside from feeling vulnerable, it's kind of a culmination of this stress he's been carrying with him throughout the whole episode...and the sense of responsibility he feels for driving drizzile away. which is a great segue into
insecure attachment styles and need to feel "in control"
if there's one thing i feel like people sleep on regarding goh's character, it's how much of a mother hen he is. he's obviously very thorough and thoughtful when it comes to looking after his pokemon - as in jn062 where he spends all that time chasing down drizzile after it runs away, even to the point of telling ash and chloe that they should stay behind because it's getting late but that he's going to keep looking - but he's the same way with ash.
off the top of my head, things like buying extra scones because he knew ash would want them, making ash wash his hands after eating ice cream, chastising him about punctuality, you know...very parental kind of things. he actually does it with horace too, when they first meet, by bringing a lunch for them both when he goes back to the forest to meet him again.
anyway, being a Mom Friend is cute and all, but it also REEKS of parentified child. taking on responsibilities that aren't yours to fulfill? yeah. that's a need to feel in control. it's what he's used to! it offers him security!
the other side of this is...chloe. goh's first friend, who he refuses to consider a friend, or let consider him a friend. but, like, she obviously IS his friend. and yet our introduction to them gives us this exchange
goh and chloe have a pretty tense relationship at the beginning of jn, wherein she is clearly trying to help him (by you know. getting his homework for him and shit) and he blows her off in a text message, which she complains is a repeating behaviour. chloe is obviously very loyal to him, even though he doesn't seem to repay the favour. again, there's a big disconnect here.
insecure attachments generally stem from anxiety over potential rejection and/or poor self-esteem cultivated in childhood based on parents’ emotional availability (or lack thereof) to their children. by keeping chloe an arm's distance away, goh keeps himself safe from the dangers of vulnerability, taught to him through childhood encounters with emotionally unavailable parents.
i'm not here to armchair diagnose (ok, who am i kidding, yeah i am), but i think goh's attachment style is anxious-avoidant. his clear avoidance of making friends, the multiple times we see him break off his friendship with ash only to minutes later be like "me and the bestie"...yeah, that's avoidance. but he does crave intimacy, arguably even more than he fears it.
hence why even though he knows ash would want him to journey on his own...he still convinces himself that actually telling ash that would be, as he calls it, a "betrayal of [their] friendship." my theory is that he's not concerned that ash will be upset - he's concerned that ash won't be upset enough. which is why when then ash turns it around on him and says he's going on a journey, goh gets upset and pushes him away. he does the exact same thing with horace when they're younger. just a complete 180 - he wronged me once, so he's the worst and i can't forgive him, ever.
the difference with chloe is that she actually takes care of him more than he takes care of her - which changes the dynamic from "i have to do everything to keep this person in my life, including suppressing my emotions for their sake" to "i cannot express to this person that i have needs and desires because they'll think i'm too much and they won't stick around if i do." which is primarily avoidant, but insecure attachment nonetheless.
this is extrapolation, but i think his relationship with chloe is so different because we are supposed to get the sense that they have a more familial dynamic. so, she's the one person he can't push away from him - but as he learned in his actual family dynamic, he also can't be too close to her. he doesn't want to be smothered; he doesn't want her to feel smothered by him. so they maintain a degree of separation that only begins to go away after her father begins literally housing and feeding him, thus integrating him and ash into their family in some honorary way.
which brings me to the last point, i guess, which is
reluctance to participate in age-appropriate activities with peers and self-reliant to a fault
these are, i think, the traits that jn is most blatantly attempting to better in goh throughout his arc. so i won't spend too long hashing it out, because i think these are things we all know he struggled with!
in flashbacks, we see him alone at school; during the first episode, at professor oak's camp, he is always physically distanced from the other kids and chloe even points out that he's basically doing professor oak's job at one point! he's not on the same level as the other kids and it's clear he doesn't want to be. when he meets horace, we see that it takes him some time to get comfortable enough with him to go explore the forest together and become friends.
he doesn't go to school, but that doesn't mean he isn't learning things - he becomes a very self-directed learner early on, from what he see. he's not just like...rotting in his room playing video games. he's studying and researching. the only times aside from with horace that we see him in a flashback doing something that isn't solitary is with pokemon - and even then, he's like...reciting their pokedex entries. his abra story at the end of jn is precipitated by him saying he was going through his dad's old pokedex (which is a whole other thing - this implies walker used to be a trainer, but neither of goh's parents seem to have pokemon...perhaps they're too busy with work to look after them? a theory for another time, i suppose, but it has undeniably being gnawing at my brain since that episode aired lol).
and of course, there's the fact that in jn062 he tells drizzile he was never comfortable with confiding in his parents or his grandmother...suggesting that he never confided in anyone, because we don't really get the sense from the whole "i don't NEED friends" exchange in jn001 that he considers chloe a reliable confidant, either.
the other place we see his flawed sense of self-reliance, aside from like...everywhere in the first 10 or so episodes, lol (something that is reflected pretty beautifully and symbolically in scorbunny's story, too!), is in project mew. he has to learn how to work in a team - and he clearly hates it. at this point he's found one person to rely on, but that already feels like too much. the raid battle with articuno is the most obvious example of this. he isn't good at being a leader, but he also isn't good at being a follower. because he's only ever been responsible for himself, and he doesn't trust anyone else to know how to direct him, but he also has no clue how to work within the parameters of a team.
i also want to say, as a final note, that i actually think this is all extremely intentional writing. obviously in the west we have a strong capitalism culture too, but the work culture in japan is very toxic (just google "japan work culture" and you can see right away how intense it is lol) and i'm not actually surprised at all that pokemon would make such a direct commentary on that - a lot of japanese kids could probably relate to goh and his emotionally absent, work-obsessed parents! they are clearly pretty well-off, but their dedication to work supercedes matters of home and family, because that's how it's supposed to be. as a result, goh admires them a lot for this dedication - but his arc is primarily about letting go of the "work" part of interacting with pokemon and learning how to have fun and make the most of his experiences. and i think that's a really lovely message for modern pokemon to be sending to kids :')
#answered#*meta#mine#i wrote most of this in may but i came back to finish it tonight shjdfghj hi#goh#pokemon#anipoke#tangentially i actually noticed something similar with the way hz has the kids do like...distance learning and stuff LOL#even sv in itself as like. a school-based adventure. the current culture influence is SO glaring...of course they're emphasizing school as#part of this fantasy world for kids to escape in. i think a lot of adults didn't Get It...but sv were developed during covid. so...yeah#pokemon has always done a very good job of making cultural commentary like this imo!
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Game Over - Haechan SMAU Player 01
Synopsis; When members of NCU's ESport's team start dropping out of this years tournament due to schedule conflictions, Haechan is put in a tough situation. Does he bite back the hostility of letting a girl that he doesn't even know join the team so they have a fighting chance at this years championship, or does he let the frustration and stress of being Captain weight him down and hurt the team in the long run.
Y/N, NCU's own dedicated journalist has been tasked with covering this semester's ESport's Tournament. What happens when members of the team are unable to play and ESportsCaptain!Haechan has to recruit a certain journalist to compete. What better way to write a ground breaking column about ESports than to experience it first hand? Luckily for her, Haechan is desperate enough to teach her the ends and outs of competitive gaming.
Genre; Gamer!Hc, Journalist!Y/N, Strangers to Lovers, Some Rivlary, A little angst here and there, some fluff, a little bit of everything :)
masterlist, next
Y/N's Friends; Hot Bitches & Switches


Y/N; NCU's residential (anti-social) journalist! 3rd Year Journalism Major. Contrary to majoring in a field that requires making connections and socializing, y/n is NOT the strongest conversationalist. However, all her closest friends made in collage has been through interviews for her columns. Her gloomy, brooding exterior works in her favor by scaring off potential interactions. Her close friends know she's all butterflies and rainbows, however they do question every day why she went with journalism instead of something that has less to do with the general population.
Y/N (private); Nonchalant by day, the most chalant person you'll ever know by night. Her private twitter is her journal where she lets loose her excitement, fears, and worries.


Renjun; NCU Art Major and strong member of the debate team. Never get into a disagreement with this guy, he'll having you pulling your hair out and screaming into the abyss by the end of it. Met Y/N during their 1st year of Uni. She took on the column for the Debate Team and clicked with him under their mutual disdain for social interactions.
Jisung; NCU Computer Engineering Major. Y/N's sexy brained friend. She zone's out when he talk about his ESport's Matches but locks in when he talks about the inner makings of a Alienware Aurora R16 or whatever the hell that is. Big gentle giant that Y/N can't help but baby. She met him through a Minecraft sever they both played on in middle school. Her ride or die when it comes their shared Minecraft World.


Winter; NCU Fashion Major. She works with all the preforming arts kids and helps them put together their showcases. She will NEVER let you leave the house looking like a hot mess if she has anything to say about it. She's also captain of basketball cheer squad. That's how she and Y/N met. A little boy crazy but what college cheerleader isn't. 1/2 of Y/N's roommates.
Karina; NCU's self proclaimed health nut. She's a Food and Nutrition Major specializing in Sports Dietitian. Member of the basketball cheer squad and 2/2 of Y/N's roommates. The groups mom. Always making sure they're eating well and staying healthy.

Chenle; NCU Business Major but that doesn't stop him from diving into his passion for basketball. No one can beat his crazy accuracy, and that's why he's their shooting guard. Him and Y/N grew up together, practically raised as siblings. Her #1 hater (with love). A member of NCU's ESport's team. He may or may not be the reason for her social anxiety. When you grow up with someone whose natural charisma is strong and attention grabbing, you can't help but to feel the eyes of everyone around you staring holes through you. Though she love's Chenle to death, unless she plans their solo outings, she only hangs out with him in a group setting.
notes: and that's a wrap on the first set of characters and profiles!! if you're enjoying it so far and want to be added to a tag list lmkk!!
#nct smau#haechan#lee haechan#nct haechan#lee donghyuck#nct donghyuck#nct dream donghyuck#nct dream haechan#haechan smau#haechan social media au#haechan fake texts#haechan x reader#haechan fluff#donghyuck x reader#nct dream#nct#nct fluff#nct 127#nct 127 haechan#nct fake texts#nct social media au#nct 127 fake texts#nct dream fake texts#nct dream smau#nct dream x reader#nct 127 smau
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Paleontology Job Opening!
If anyone is looking for a paleontology job, this one in the Green River Formation in Wyoming is hiring! It's a lot of 52-MYA fish. TONS of fish. Very occasionally, there's other stuff like bats, birds, and very early horse ancestors.
$19/hour
Full time with federal benefits
App due November 25, 2024 or when they receive 80 applications (whichever comes first, so hurry!) Requirements:
One year of experience required (paid or unpaid, professional or volunteer) in "the fields of paleontology, geophysics, or geology; assisting fossil preparation, field work in paleontology, paleontology research, paleontology database management, paleontology monitoring, paleo art, or specimen management of fossils; assisting with natural resources research projects; compiling and analyzing scientific data into reports; operating complex sampling, monitoring, and laboratory equipment; or using computer programs such as databases to compile, store, retrieve, analyze and report resource management data. Experience as a laboratory mechanic or in a trade or craft may be credited as specialized experience when the work was performed in close association with physical scientists or other technical personnel and provided intensive knowledge of appropriate scientific principles, methods, techniques, and precedents."
Successful completion of at least a full 4-year course of study leading to a bachelor's degree (a) with major study in an appropriate field of physical science, such as paleontology, geology, earth science, earth history or (b) that included at least 24 semester hours in any combination of courses such as physical science, engineering, or any branch of mathematics except for financial and commercial mathematics.
I don't know if paleontologists usually have to have higher levels of education, but I think this job is called "physical technician (paleontology)" to evade that.
If you're interested, go ahead and send in an application sooner rather than later. You can always withdraw later.
This is very close to me, so if you have questions about life here (that aren't easily Googlable) I'm happy to help! It's quite rural. If you're wondering what the rental market looks like, here's a Facebook group where people post rentals. I'm mostly JTM (just the messenger) but I may have a little more insight.
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A train simulation at the heart of Japan's videogame production genesis
As the great videogame historian Florent Gorges explains in a recent video, one of the most beguiling developments in Japanese videogame history research comes to us from an unlikely source. Twitter user and train aficionado @yota8nsx reminisces about an episode of his childhood, namely his visit to Expo '70 in Osaka, describing a particularly captivating train simulation game playable at the Furukawa Pavilion and whose implications, if properly understood, make this one of the most important findings in this field of research.
A flyer illustration of the seven story pagoda building created specifically for the occasion, a traditional architectural reference that contrasted with the latest high-tech creations hosted within it.
Late last year, @yota8nsx uncovered pictures of the exhibit captured from a speciality magazine that show this early simulation game appearing to use vector graphics to depict a train track, as well as some custom-made mechanic train cab control levers. He captions the pictures with his memories of how the program functioned:
Well, there was a limit to what could be done given the capabilities of computers in the 1970s. This is an article on page 61 of the July 1970 issue of Railway Pictorial magazine and an image taken by an acquaintance of mine. (...)
It was over 54 years ago, so my memory is a bit hazy, but I think when I accelerated, I would fall backwards, and when I braked, I would fall forwards. There are about three different angles of reclining, and each was scored based on how comfortable the ride was. If I had gotten 90 points out of 100, I would have received a medal. In the picture, it's 76 points.
After performing some complementary research I was able to find that the program ran on an IDI Input-Output Machine, a computer developed in the mid 60s by New York-based company Information Displays, Inc. The IDIIOM is widely regarded as the first commercial CADD platform with powerful vector graphics capabilities and a light pen interface. Another game known to have been developed using the same machine is the Daly CP (Chess Program), one of the earliest GUI-based chess games, authored in 1969 by NASA researcher electrical engineer Chris Daly.
However, there are reasons to believe that this was either an adapted Japanese version of the system; or that it was in some manner connected to another terminal, as evidenced by code shown below the screen which appears to read Facom, followed by an alphanumeric code. As you may know, this was the name for Fujitsu's earliest computer line. Could this subtle hint refer to a separate terminal in which the actual game code was created or, perhaps even, running?
Despite the scarce information, namely the complete absence of any details concerning the authors of this magnificent experiment, there is sufficient documentation to establish this as one of the earliest known games ever to be created in Japan. Certainly, its existence is far better established than many of the often cited, Japanese university computer lab game creations from students of the 1960s.
The importance of this finding cannot be overstated, especially if one is to consider that the images hint at the distinct possibility that the game used vector graphics to represent a moving 3D train track. This some three years before Maze War, hitherto the first known game to have used three-dimensional visuals.
Disappointingly, the program itself is certain to have vanished altogether and there are hardly any leads that can explored to shed further light on this singular creation. I, for one, feel indebted to this old Japanese railfan for his invaluable contribution to what other information existed on this subject.
- Update (26/03)
The venerable Matt Sephton has pointed the way for additional information concerning this game as well as the Osaka Expo of 1970.
Some of these resources, including Classic Videogame Station, refer to this game as 電車の運転テス, or Densha no Unten Tesuto - literally Train Driving Test. Some additional photos are also provided, namely this rare colour capture showing a woman dressed as a train assistant, helping a young player. Unfortunately, this image doesn't offer additional visual access to the control levers, a crucial component of the experience.
Writing on the door reads: "warning to all visitors: this game is only available to elementary school students and above".
Further context is provided about this section of the exhibit, named Computopia. As it happens, the train simulator is only one from a handful of interactive experiences on offer on the floor of the so-called experimental theatre. Another blog post shows a cropped capture from an Expo 70 flyer, in which a brief and telling description can be read:
The modern dream is a convenient and fun utopian world made possible by computers. Furukawa Pavilion's Computopia will be an experimental theatre where all these dreams can come true, with exciting shows using the latest domestically produced computer system, the Fujitsu FACOM.
Other playable attractions included a voice-activated crane game, possibly a catcher-type arcade; a computer version of the age-old game Go that, unsurprisingly, required two players; a computer dress designer app allowing users to dabble in fashion creation, as well as a demo for a voice-activated cashless shopping system.
This floor exhibit and concept of a computer utopia was put together by the Bankoku Haku Furukawakan Promotion Committee, a parent group of the Japanese giant Fujitsu. The choice of interactive games was a deliberate decision to present computers as systems that could enable captivating and pleasurable experiences, and with it influence public perspective.
These attractions were prepared using four Fujitsu FACOM 270-30 systems, programmed by thirty engineers over a period of two years. My previous supposition that the IDIIOM computer was integrating with Japanese computer technology is thus confirmed, as the 270-30 was a powerful processing line printer-based mainframe which nevertheless lacked a visual output capability.
It is quite astonishing that Fujitsu engineers found not only a method to integrate both systems, but to harness the processing power of 1968 machine so as to enable a 3D audio-visual experience with contextual sound output (braking, crossing bridges) and complex input operations (acceleration, deceleration).
As per the Classic Videogame Station report, IBM's exhibit also included numerous other games including an early version of Lunar Lander as well as a rather complex airplane simulation. It isn't clear from the available reporting whether these programs originated in Japan or if they were developed in the United States. Sadly, this tends to muddy the waters somewhat whenever an attempt is made to establish a precise timeline of early Japanese computer game production, including the not so trivial matter of which one can claim for itself the title of being the first. At the present stage of my research, that is likely a distinction owed to the two-player Go game of which I have found written mentions placing it as far back as 1968, possibly 1966.
Be that as it may, Densha no Unten Tesuto could still be regarded as the first original videogame created in Japan that fits most parameters of contemporary gaming experience, including a well-defined arcade-like setup and presentation, a performance score and the potential for the player to win awards for achieving score targets. Chronological considerations aside, it compels us to see the history of videogames from an entirely different perspective.
Online sources and further recommended reading:
Florent Gorges Video Report at Playhistoire:
- Le Tout Premier Jeu Video Japonais Retrouvé
Yota8nsx post on visiting Expo 70:
- https://x.com/yota8nsx/status/1172335870659026951
Twitter thread covering early Japanese games:
- https://threadreaderapp.com/thread/1352188581960269828.html
Blog posts on Densha no Unten Tesuto:
- http://oyexp.blog.fc2.com/blog-entry-155.html
- https://ameblo.jp/kwkt666/entry-12479764013.html
Additional information about Expo 70 and Comutopia:
- https://www.expo70-park.jp/cause/expo/furukawa/
Specs sheet for FACOM computer line.
- https://museum.ipsj.or.jp/en/computer/main/0106.html
About the IDIIOM computer and its use for game development:
- https://www.chessprogramming.org/Daly_CP
- https://www.semanticscholar.org/paper/Was-the-IDIIOM-the-First-Stand-Alone-CAD-Platform-Bissell/b1fb4f9208fd3acd459d0efa228ebbf32b772cb7
#1970#osaka expo#japan world expo#arcade#train simulation#train#videogame#japanese#IDIIOM#vector graphics#early 3D#DACOM#Fujitsu#Youtube
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Rescue Bots in Jasper: Part 1
The first in a three part prequel to my one-shot, Storytime with Blades! @mfganonymous hates me for this one, so it's now specifically dedicated to them.
"Ugh. My parents are talking about more school when I get back to Japan. I don't think I'll want to go back," Miko banged her head against Bulkhead's pede. "What about you guys?"
"I'm actually really excited to go to university after I graduate! I've been looking into one outside of Nevada so I can see more of the states!" Raf chriped, barely looking up from his computer.
"My mom keeps dropping hints that I should look into community college," Jack sighed.
"Do bots have school?" Miko asked, staring up at the Cybertronians.
"Umm. I don't think there's an equivalent for us," Bulkhead scooped up his human.
"Says you." Ratchet involves himself in the conversation for once. "Cybertron had training, which in certain castes was much like human universities."
"So you went, Docbot?" Ratchet tsked.
"Of course I did. The medical caste-"
"What was it like?"
--
"C'mon Ratchet! We're gonna be late!" Blades was dragging the taller medic by his arm.
"I think you mean you're going to be late. I didn't get nomiated for the Rescue Program," Ratchet laughed.
"Same difference! I get to meet my team today!"
Blades and Ratchet joined the crowd gathered in the middle of Iacon. Many bots from all different castes were gathered, all waiting to be assigned to a Rescue team. A highly coveted and skilled achievement. Only the best of the best even qualified, and even then, it wasn't a grantee.
After much waiting, the anouncer called out for the last rescue team this vorn.
"The final rescue team of this season is Sigma 17. There will be four bots assigned. Specializes in space missions."
Blades let out a little whine. "I don't think I got in..." Ratchet set a hand on his roommate's shoulder.
"There's still four spots left. I'm rooting for you,"
"The fire response of Sigma 17 is- HEATWAVE!" A pale red bot stepped out of the crowd onto the stage.
Blades was shivering with nerves.
"The law enforcement of Sigma 17 is- CHASE!" A silver mech shakily stepped up, giving Heatwave a servoshake before going almost unnaturally still.
"The engineer of Sigma 17 is- BOULDER!" A green bot scampered onto the stage, greeting his new teammates.
"I didn't make it..." Blades sighed, leaning into Ratchet. Ratchet tugged his small friend closer.
"The medic of Sigma 17 is- BLADES!"
"W-what?!" Blades straightened and shook Ratchet's shoulder. "I made it." He grinned wide. "I made it!"
"Didn't doubt it for a second." Ratchet offered a soft smile and nudged his friend up. "Now go," Blades squeezed Ratchet's arm one last time and went to the stage.
Ratchet watched on as his roommate cheerily introduced himself to the rest of Sigma 17.
--
Ratchet didn't know that he'd end up as a field medic. He wasn't complaining. He'd done a lot of good for the Autobots and neutrals.But he was useless in this one instance. Completely and utterly useless.
Cybertron was dying, anyone could see that. With the death of the planet, any offworld Cybertronians returned to try and assist the planet. Rescue Bots. Bots like Blades and his team.
And the Decepticons were shooting them down like scraplets. It was a genocide.
An entire division of Cybertronians were gone in one fell swoop.
Ratchet was never going to see his bubbly orange friend again. The zippy, chatty little bot who liked to pop his wheels out of his pedes so he could wheel around everywhere. Blades was gone.
--
"As I said, it was much like your school. Homework, grades, stress, roommates, parties. Not unlike what Earth schools have."
"Cool! Wish I could see a 'bot school!" Miko cheered. "What parties did you even go to? Bet your roommate made ya go!" Ratchet huffed.
"It doesn't matter."
#transformers prime#transformers rescue bots#rescue bots#rescue bots blades#ratchet#this series is affectionately known as blades his roommate and that one guy#i would like it to mainly focus on ratchet and blade's lives before the war#i did also want to flesh out the team ending up in jasper#so this will be what im working on for a bit#blades+hisroommate
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[EN] Video Game Writing Resources!
Hello! My name is Andrea--I have been writing for games since 2018, and even worked as a writer at Firaxis Games from 2022 until April of 2023. So, I knew a few things about narrative design--but what the fuck is it? Recently, I gave a talk about the fundamentals and history of the field of narrative design. In Spanish. So, let's talk about it in English--the "what," "why," "how," "when," and "who," of narrative design! What is narrative design? Narrative design is not just writing--it's a huge part of it, but designing a narrative system involves implementing narrative content into the build of the game. So there is a technical learning curve to it. Personally, I watched and obtained certifications in Unreal Engine 5 and Unity in order to be aware of the limitations of each engine. I used the free trial of LinkedIn Learning, but courses about this engine are available in these websites: - https://platzi.com/ - https://www.arkde.com/ - https://www.domestika.org/?query=unity - https://www.coursera.org/ Why do we need narrative design? In order to create an interactive story that the player feels a part of, narrative designers are mandatory. It's not a responsibility that can be placed on other designers (then we would be entering crunch territory) rather someone who specifically specializes in both creative writing and game design is needed to explain within the context of the game's story why the mechanics work in a certain way. Imagine if a Telltale game did not have dialogue, for example--what would we be left with? Or if The Last Of Us did not convey a narrative through its environments.
Narrative designers are needed so that all of the departments are in sync and understand the story that they are trying to tell. For example, if a game takes place in a haunted house that was abandoned, we need all hands on deck. The narrative designer can explain to the environment artists why there are so many holes in the living room--perhaps the last tenants of the house were a rowdy bunch. Or, they can tell the sound designers which planks of wood are the most rotten and need a loud sound effect to highlight how it has been abandoned. How do I become a narrative designer? There is no one way to become a narrative designer. Some people start in QA and transition into the field, I have also witnessed engineers and doctors wanting to get into narrative design. I do recommend having the following (at least): - A passion for storytelling. - Deep understanding of the mechanics of the game and the player experience. - Communication skills are incredibly important--can you describe your story in a concise way to your peers in a Confluence page?
Documentation skills are also a massive plus.
Very basic understanding of game engines and limitations. You don't have to be a computer science major, but know what your requests will entail. If you have an idea of a cutscene, can the engine handle it? Will the animators have enough time? Is it within scope?
If you can, attend game jams! They are an amazing way to network with amazing people and get a feel of what the game production pipeline is like.
Additionally, I highly recommend the following resources: First, the free resources! ~It's free real estate~
Look up Twinery tutorials. (https://twinery.org/) Not only is it free, but you can use it on your browser. More importantly, you will learn about branching narratives and can create your own games within a few minutes--the interface, though it requires a bit of coding, is incredibly easy to use and there are a lot of tutorials available online.
Download Ren'Py (https://www.renpy.org/) and watch tutorials. It's free, and there is a huge community of visual novel developers who may need help with narrative designers, writers, editors and even translators. An amazing resource that a colleague shared was this Discord with visual novel developers--if you have an idea, feel free to connect with artists and voice actors here! https://discord.gg/nW5yn4FE
Network, network, network! Follow narrative design and game writer groups on Discord, Facebook and even LinkedIn. -- An amazing convention that is online, free and accessible regarding narrative design is LudoNarraCon.
If you go to itch.io you will see a list of game jams that you can attend to for free! Some game jams that I have attended and had a positive experience are the following: - Woman Game Jam. I encourage folks from marginalized genders to attend this game jam, as we have a large pool of mentors willing to help in every single discipline at any time due to the global nature of it. It is a safe and inclusive space for women and nonbinary folx who want to get into the gaming industry! - Global Game Jam. Self explanatory, it has some in-person opportunities but you can also attend remotely. - Greenlight Jam. Do you have an idea that can not be done in only 48 hours? The Greenlight Jam is amazing, as it lasts four weeks--which allows narrative designers to develop complex narrative systems and even record voice lines for a more complex project. Side Note: Even though most game jams have a time limit, I do encourage narrative designers to develop and polish the prototypes and levels created during game jams to have portfolios and writing samples that stand out!
Work With Indies is a job site that publishes job opportunities--including ones in writing and narrative design. Additionally, their Discord has some networking events with writers so you can connect with them.
Other websites that not only publish jobs but include networking events are Hitmarker.net (this is their Discord), IndieGameAcademy (link to Discord),
Newsletters! A lot of experienced game writers have newsletters dedicated to the craft, to name a few that I highly recommend: -- Greg Buchanan's newsletter. Rounds up game writing news every Tuesday, and includes job opportunities. -- Bright Whitney's newsletter. A studio founder with amazing insights regarding game design and thoughtful narrative, Whitney's threads are extremely insightful. -- Susan O'Connor's blog on The Narrative Department. In addition to providing free knowledge regarding world building, narrative design, game writing and other specifics of the craft Susan interviews industry professionals and alumni who offer testimonials that have amazing advice. -- GDC talks about narrative design. Though I recommend the GDC vault as well in the next section, I highly recommend the GDC talks regarding not only narrative design but the development of your favorite titles!
Now, for resources that may not be free--but I highly recommend, as someone who used them first hand. - The Narrative Department. This post is not sponsored by them at all, however it is rare to find an instructor as kind and hard-working as Susan O'Connor who has been a narrative designer in historic AAA, AA and independent titles. Known for her contributions in Tomb Raider, Batman: The Enemy Within, and BioShock to name a few (imdb is: https://www.imdb.com/name/nm1897248/) her Game Writing Masterclass offers a certification in everything related to game writing. A few subjects she touches on are: -- Characters and how to make them compelling. -- Barks and ambience writing. -- Dialogue, backstories and scripts. -- How to work with other departments. And more! Additionally, you would obtain access to a huge alumni network full of game writing professionals working in independent, AA and AAA studios! Not to mention that all of the assignments completed in the class will look amazing in a portfolio as game writing samples. - GDC Vault. Though I have an opinion on the price tag of GDC tickets and the vault, I would definitely include it as it has resources from several studios, writers, narrative designers and more! When was narrative design formed? When can I become a narrative designer?
That's a wonderful question. Narrative design, as a term, was first used around the 90s but became more established between the 2000s and 2010s. So, although the field is relatively new, and there are not a lot educational resources available, consider yourself part of an innovative field that is exponentially growing! Recently, a game developer asked when was the best time to keep an eye out for job openings. And a harsh truth about the gaming industry is that it is extremely volatile--layoffs, downsizings and startups rise and fall. This is not meant to deter anyone from pursuing a career in narrative design, but rather I am including it for the sake of transparency. We cannot predict when a studio is going to layoff their employees, or when they cancel unannounced projects. Unlike most industries where we know for a fact that recruiters keep a sharp eye for candidates in Q1 and Q3, a piece of advice I received from a mentor of mine was to try to predict when projects are going to need more stories. There's the release of a game, and then there is the addition of additional narrative content--and for this, they will more than likely need associate/entry/junior level narrative designers, writers and quest designers. But--this is related to searching for a job as a narrative designer, and I can write a novel about that (and will edit this article to redirect folx into it.) So, keep an eye out for huge game announcements. Then, cater your resume to what the studio is looking for in a narrative designer. Now, to finish off this article: Who is a narrative designer? If you have a passion for storytelling and games, and have participated in game jams, congratulations you are a wonderful narrative designer! Make sure you always include that you are a narrative designer, and not an aspiring narrative designer--it makes you stand out amongst applicants. That's all I have for now--feel free to interact, comment and share! Let me know if I missed something and I will be sure to add it.
#narrative design#game development#game dev#gamedev#game design#indie games#game developers#narrative#writer#writing#creative writing#on writing#writers on tumblr#gaming#gamers of tumblr#video games#video gaming#pc games#steam games#story telling#history#women in gaming#videogame
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A Beginner's Guide to Learning Cybersecurity
I created this post for the Studyblr Masterpost Jam, check out the tag for more cool masterposts from folks in the studyblr community!
(Side note: this post is aimed towards the technical side of security, rather than the governance/management side, because the tech stuff is what I'm familiar with.)
Where do I start?
Cybersecurity is a specialization of general tech & therefore builds on some concepts that you'll need to know before you can dive deep into security. It's good to have a background in and understand:
how computers & operating systems work
how to use Linux
computer networking & basic protocols
If you're serious about learning cybersecurity, it can be helpful to look at certifications. Even if you don't want to get certified or take the exam (they can get expensive), they provide you with a list of topics that you can use to guide your self-study. And if you want to find a job, a certification is practically required for getting your foot in the door.
I personally recommend the CompTIA series of certifications, because they're well-recognized and I think they expose you to a good breadth and depth of material to get you started. Start with the A+ certification if you have zero tech background. Start with the Network+ certification if you've never taken a networking course. Once you get your basic computer and networking knowledge down, then you can jump into security. The Security+ is a good starting point.
Do I need to know how to code?
No, but it would be really really helpful. You don't have to be a skilled software engineer, but understanding the basics and being able to write small scripts will give you a solid foundation.
From Daniel Miessler's post How to Build a Cybersecurity Career:
You can get a job without being a programmer. You can even get a good job. And you can even get promoted to management. But you won’t ever hit the elite levels of infosec if you cannot build things. Websites. Tools. Proofs of concept. Etc. If you can’t code, you’ll always be dependent on those who can.
How do I gain skills?
Play Capture the Flag (CTF) games.
Stay up to date with security news via an RSS reader, podcasts, or whatever works for you. Research terms that you're unfamiliar with.
Watch conference talks that get uploaded to YouTube.
Spin up a VM to practice working with tools and experiment on your own computer.
There are lots of brilliant, generous people in cybersecurity who share their knowledge and advice for free. Find their blogs, podcasts, and YouTube channels. Look for local meetups in your area.
I'm still relatively new to the field, but I have a general knowledge of lots of different things, so feel free to send me an ask and I can probably help point you to some resources. We're all in this together!
Previous Cybersecurity Masterposts
An Introduction to Cybersecurity
Cybersecurity Book Masterpost
Free Cybersecurity Learning Resources Masterpost
Masterpost of Study Tips for Cybersecurity
Cybersecurity Tools Masterpost
Thank you so much to everyone who participated in the #StudyblrMasterpostJam this week! It was wonderful to see what other studyblr folks are passionate about. The jam technically ends today but there are no official rules, so if you've been thinking about writing a masterpost, this is your sign!
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I ramble about the scientists and engineers on qsmp (mike, pac, tubbo, ramon and aypierre) and about what i think they specialize in:
Pac to me is a bio chemist/ pharmacist. He knows how to make antidotes as he did in the happy pills arc. He is the one in the tazercraft duo who learned medicine and chem. This man however does not know the meaning of "ethical practices". he picked up some physics and engineering knowledge from being with mike
Mike feels like a phycisist with some knowledge in other fields. It lfeels like he knows theory very well and has the problem solving skills for it. He knows some engineering stuff, some chem from pac and some computer science stuff. This is what helps him be a sort of jack of all trades and build things like the game arenas with pac.
Tubbo and ramon are very similar to me in that they are both just mechanical engineers who know some other stuff. They are create mod experts making them especially good at mechanical engineering but htey also know some electrical stuff and maybe some computer science. They are both well versed in physics though not professionals as they can do shit like time machines or build the radio reciever. Tubbo in particular is also a logistics nerd which is what pushes him to make large interconnected systems and factories.
Aypierre feels like a robotics and software expert. He might also be a create mod user but the way he does it and his factories give a much more modern fancy robot vibe. He certainly approaches the mod in a more 1 project at a time way which is closer to working on computer science. He also always makes displays that show what the factory is producing. Other evidence for this is the ayrobot shit.
Im convinved these 5 have had intense joke arguments over whihc science or field is the best. Theyve done it several times. By now pac has given up on fighting since hes the only biologist.
i need more scinecy art and shit frm them. Especially for pac. I need fitpac moments where pac is just rambling about some complicated chem stuff and fit is like :)
#qsmp#qsmp tubbo#qsmp pac#qsmp mike#qsmp aypierre#qsmp ramon#i love me the sciences#I love that morning times have so many scientists/ engineers#Im very into science and arguing wiht other science nerds about pointless shit like whats the best science is so much fun#As a physics nerd i bully the chemists and those who do engineering
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Puzzling observation by JWST: Galaxies in the deep universe rotate in the same direction
In just over three years since its launch, NASA's James Webb Space Telescope (JWST) has generated significant and unprecedented insights into the far reaches of space, and a new study by a Kansas State University researcher provides one of the simplest and most puzzling observations of the deep universe yet.
In images of the deep universe taken by the James Webb Space Telescope Advanced Deep Extragalactic Survey, the vast majority of the galaxies rotate in the same direction, according to research by Lior Shamir, associate professor of computer science at the Carl R. Ice College of Engineering. About two thirds of the galaxies rotate clockwise, while just about a third of the galaxies rotate counterclockwise.
The study—published in Monthly Notices of the Royal Astronomical Society—was done with 263 galaxies in the JADES field that were clear enough to identify their direction of rotation.
"The analysis of the galaxies was done by quantitative analysis of their shapes, but the difference is so obvious that any person looking at the image can see it," Shamir said. "There is no need for special skills or knowledge to see that the numbers are different. With the power of the James Webb Space Telescope, anyone can see it."
In a random universe, the number of galaxies that rotate in one direction should be roughly the same as the number of galaxies that rotate in the other direction. The fact that JWST shows that most galaxies rotate in the same direction is therefore unexpected.
"It is still not clear what causes this to happen, but there are two primary possible explanations," Shamir said.
"One explanation is that the universe was born rotating. That explanation agrees with theories such as black hole cosmology, which postulates that the entire universe is the interior of a black hole. But if the universe was indeed born rotating it means that the existing theories about the cosmos are incomplete."
The Earth also rotates around the center of the Milky Way galaxy, and because of the Doppler shift effect, researchers expect that light coming from galaxies rotating the opposite of the Earth's rotation is generally brighter because of the effect.
That could be another explanation for why such galaxies are overrepresented in the telescope observations, Shamir said. Astronomers may need to reconsider the effect of the Milky Way's rotational velocity—which had traditionally been considered to be too slow and negligible in comparison to other galaxies—on their measurements.
"If that is indeed the case, we will need to re-calibrate our distance measurements for the deep universe," he said.
"The re-calibration of distance measurements can also explain several other unsolved questions in cosmology, such as the differences in the expansion rates of the universe and the large galaxies that, according to the existing distance measurements, are expected to be older than the universe itself."
TOP IMAGE: Spiral galaxies imaged by JWST that rotate in the same direction relative to the Milky Way (red) and in the opposite direction relative to the Milky Way (blue). The number of galaxies rotating in the opposite direction relative to the Milky Way as observed from Earth is far higher. Credit: Monthly Notices of the Royal Astronomical Society (2025). DOI: 10.1093/mnras/staf292
LOWER IMAGE: Spiral galaxies imaged by JWST that rotate in the same direction relative to the Milky Way (red) and in the opposite direction relative to the Milky Way (blue). The number of galaxies rotating in the opposite direction relative to the Milky Way as observed from Earth is far higher. Credit: Kansas State University
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RAINBOW SIX OC: Lilja Järvinen
there it is a bit with lilja's bio that for sure it will not be completed fully as I want to make a sort of bio like r6s operators in future plus she doesnt have a reference draw for her yet so...I'll reblog if any change is made :D --------------------------------- GENERAL INFOS

Full name: Lilja Järvinen
aliases/nicknames: One of the first thing that Harry did as soon as she joined the rainbow six is to think about how to refer to her and ''hound'' was what came into his mind immediately. Later then Lilja decided to just translate it into her native language, becoming it ''koira''but she likes the hound one as well
Age: around 30-35 years old
Gender: cis Female
Pronouns: she/her
Sexual orientation: Unknown, probably bisexual
Date of birth: April 30th
Place of birth: Kemijärvi, Laplan, finland
Current residence: Unknown
Nationality: finnish
Spoken languages: Finnish(main), Swedish(second one learned) and english
Affiliations/organizations: Rainbow six, utti jager regiment, finnish army
Occupation: K-9 operative with certification got with training and working with police and army dogs and robotic engineer with a egree in automation engineering, computer engineering
Rank: Unknown

(temporary reference)
APPEARANCE
By the national average, Lilja is a rather short woman who stands at around 166 cm tall. She is slim and athletic, with messy blonde hair, freckles scattered across her cheeks and nose, and eyes with partial heterochromia on both irises that are both blue and brown in color, which are easily distinguishable between the two. She is the one who usually wears heavy, long clothes that are uncomfortable when it comes to grabbing objects and that hide her body well. She wears glasses because she is astigmatic, which she removes to use contact lenses when she has to work in the field. more facts about her aspect: -Lilja has a lot of bite wounds on her body, done of course by the dogs she worked in the past with most of them being reactive ones that easily snapped when something even small bothered them. The most visible one is on her left cheek that resembles a two cut done by a feline instead of a dog and people usually asks her how could a dog do such damage; -She always wanted a tattoo on her left cheek that resembled a dog jaw but changed her mind when she wasn't allowed to do so in the army. -She doesn't hide her body due to insecurity, in fact, she also can wear swimming costumes and bikinis, she just prefers baggy clothes over normal ones.

Favorites and personality traits
-Color: Mint green
-Food: Lihapullat (finnish meatballs)
-Drink: Hot chocolate
-Song: Killer by Mareux
-Flower: Lilly of the valley
-Hairstyle: wolfcut Moral alignment: Chaotic good MBTI: INTP Personality overview:
Lilja is a reserved woman by nature, she doesn't like to talk to people too much and generally prefers to be alone. Sometimes she seems detached and lost in her thoughts, it almost seems like her brain is constantly working, constantly creating new thoughts. Which isn't necessarily a bad thing, as she always has new ideas that she can implement in the form of robotic objects useful to her team. She seems to prefer small speeches to long, deep ones, which is often not in good taste with other operators and those in command, but she often ignore the thoughts of others. This doesn't mean she's a totally insensitive person, she just doesn't know how to relate to people without seeming weird, which leads her to avoid social situations most of the time.

BASIC INFOS AS RAINBOW SIX OPERATOR:
Name: Lilja ''hound/koira''Järvinen Side: defender Squad: Nighthaven (she probably joined them because they were more willing to fund her projects) Speciality: Anti-gadget, Intel and trapper Unity: Utti jaeger regiment support battalion/support company-trains conscripts in support tasks and handles logistics in cooperation with the Logistics Centre.
OPERATOR ICON:
BASIC LOADOUT
Primary weapons: -Assault rifle, RK 95
-9.00 submachine gun 2000
-pump-action shotgun remington police
Secondary weapon:
-Pistol 80/Pistol 80-91
Gadgets
-Smoke grenade -Frag grenade -Claymore
LOADOUT PART 2: Unique ability:
''K-9 puppies'' Highly intelligent robotic dogs with different speciality based on the selected one. They can be used as attack weapons, anti gadget, trapper or intel. They are all comanded by a tablet which makes you vulnerable to the attackers that can sneak and kill you. The robotic dogs are not vulnerable to bulletts or explosives. BIOGRAPHY
COMING SOON PSYCHOLOGICAL REPORT: COMING SOON
#original character#original characters#oc art#rainbow six oc#rainbow six fanart#rainbow 6 siege#rainbow six siege#oc biography
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You know what really grinds my gears?
Working with people who don't understand how a neural computer works.
Be it some mass ratio optimizing payload engineer, a logistics officer frustrated with the difficulties caused by our team's solutions or just our boss looking for reasons to fire us because they thought our initial cost estimate was "unrealistically high" and are now sorely disappointed at reality, these people are miserable to deal with. On the surface, their complaints make sense; we are seemingly doing a much worse job than everyone else is and anything we come up with creates lots of problems for them. Satisfying all their demands, however, is impossible. With this post I intend to educate my audience on
Neural Computers 101
so that my blog's engineer-heavy audience may understand the inevitable troubles those in my field seemingly summon out of thin air and so that you people will hopefully not bother us quite as much anymore.
First of all, neural matter is extremely resource heavy. Not by mass, mind you; a BNC of 2 kilograms requires only a few dozen grams of whatever standardized or specialized mix of sustenance is preferred in a single martian day. (I'm not going to bother converting that.) The inconvenient part is the sheer variety in the things they need and the waste products they create.
This is just a shortened list, but already it causes problems. If you want to create a self contained system to avoid having to refuel constantly, you will need a lot of mass and a lot of complexity. This is what a typical sustenance diagram for such a system looks like:
(Keep in mind, this diagram doesn't even have electricity drawn in.)
Typically these systems are even more complicated, with redundancies and extra steps. In any case, this is complicated, energy expensive and a nightmare to maintenance crew. I mean, just keeping the bacterial microbiome alive is a lot of effort!
Second of all, neural matter is extremely vulnerable. Most power plant and rocket designers just round away all temperature changes less than 100 K, but neural matter will outright die if its temperature is just a few kelvin off of the typical value. The same goes for a lot of other things - you'll need some serious temperature regulation, shock absorption, radiation shielding (damn it I wish we had access to the same stuff as those madmen in the JMR) and on top of all of that, you need to consider mental instability!
That last one is kind of the biggest pain in the ass for these things - we need to give them a damn game to play whenever they don't have any real work to deal with or they degrade and start to go insane. (Don't worry, I'm not stupid, I know these things aren't actually sentient, I'm just saying that to illustrate the way they work.) It can't even be the same game - you need to design one based on what the NC is designed to do! (Game is a misleading term by the way; it's not like a traditional video game. No graphics - just a set of variables, functions and parameters on a simple circuit board that the NC can influence.)
And lastly, neural computers are complicated. Dear Olympus are they complicated. There are so so many ways to build them, and the process of deriving which one to use is extremely difficult. You can't blame the NC team for an inappropriate computer if the damn specifications keep changing every week!
There's the always-on, calculation-heavy, simple and slow Pennington circuits, the iconic Gobbs cycle (Bloody love that thing!), the Anesuki thinknet and its derivatives, the Klenowicz for those insane venusians and so so many more frameworks for both ANCs and BNCs. Oh yeah, by the way, the acronyms ANC and BNC actually don't stand for Advanced and Basic Neural Computer respectively. They stand for Type A Neural Computer and Type B Neural Computer. It comes from that revolutionary paper written by Anesuki.
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Hello. So what's the deal with computer chips? Let's say, for example, that I wanted to build a brand new Sega Genesis. Ignoring firmware and software, what's stopping me from dissecting their proprietary chips and reverse-engineering them to make new ones? It's just electric connections and such inside, isn't it? If I match the pin ins and outs, shouldn't it be easy? So why don't people do it?
The answer is that people totally used to do this, there's several examples of chips being cloned and used to build compatible third-party hardware, the most famous two examples being famiclones/NESclones and Intel 808X clones.
AMD is now a major processor manufacturer, but they took off in the 70's by reverse-engineering Intel's 8080 processor. Eventually they were called in to officially produce additional 8086 chips under license to meet burgeoning demand for IBM PC's, but that was almost a decade later if I remember correctly.
There were a ton of other 808X clones, like the Soviet-made pin-compatible K1810VM86. Almost anyone with a chip fab was cloning Intel chips back in the 80's, a lot of it was in the grey area of reverse engineering the chips.
Companies kept cloning Intel processors well into the 386 days, but eventually the processors got too complicated to easily clone, and so only companies who licensed designs could make them, slowly reducing the field down to Intel, AMD, and Via, who still exist! Via's CPU division currently works on the Zhaoxin x86_64 processors as part of the ongoing attempts to homebrew a Chinese-only x86 processor.
I wrote about NES clones a while ago, in less detail, so here's that if you want to read it:
Early famiclones worked by essentially reverse-engineering or otherwise cloning the individual chips inside an NES/famicom, and just reconstructing a compatible device from there. Those usually lacked any of the DRM lockout chips built into the original NES, and were often very deeply strange, with integrated clones of official peripherals like the keyboard and mouse simply hardwired directly into the system.
These were sold all over the world, but mostly in developing economies or behind the Iron Curtain where official Nintendo stuff was harder to find. I had a Golden China brand Famiclone growing up, which was a common famiclone brand around South Africa.
Eventually the cost of chip fabbing came down and all those individual chips from the NES were crammed onto one cheap piece of silicon and mass produced for pennies each, the NES-on-a-chip. With this you could turn anything into an NES, and now you could buy a handheld console that ran pirated NES game for twenty dollars in a corner store. In 2002. Lots of edutainment mini-PC's for children were powered by these, although now those are losing out to Linux (and now Android) powered tablets a la Leapfrog.
Nintendo's patents on their hardware designs expired throughout the early 2000's and so now the hardware design was legally above board, even if the pirated games weren't. You can still find companies making systems that rely on these NES chips, and there are still software houses specializing in novel NES games.
Why doesn't this really happen anymore? Well, mostly CPU's and their accoutrements are too complicated. Companies still regularly clone their competitors simpler chips all the time, and I actually don't know if Genesis clones exist, it's only a Motorola 68000k, but absolutely no one is cloning a modern Intel or AMD processor.
The die of a Motorola 68000 (1979)
A classic Intel 8080 is basically the kind of chip you learn about in entry level electrical engineering, a box with logic gates that may be complicated, but pretty straightforwardly fetches things from memory, decodes, executes, and stores. A modern processor is a magic pinball machine that does things backwards and out of order if it'll get you even a little speedup, as Mickens puts it in The Slow Winter:
I think that it used to be fun to be a hardware architect. Anything that you invented would be amazing, and the laws of physics were actively trying to help you succeed. Your friend would say, “I wish that we could predict branches more accurately,” and you’d think, “maybe we can leverage three bits of state per branch to implement a simple saturating counter,” and you’d laugh and declare that such a stupid scheme would never work, but then you’d test it and it would be 94% accurate, and the branches would wake up the next morning and read their newspapers and the headlines would say OUR WORLD HAS BEEN SET ON FIRE. You’d give your buddy a high-five and go celebrate at the bar, and then you’d think, “I wonder if we can make branch predictors even more accurate,” and the next day you’d start XOR’ing the branch’s PC address with a shift register containing the branch’s recent branching history, because in those days, you could XOR anything with anything and get something useful, and you test the new branch predictor, and now you’re up to 96% accuracy, and the branches call you on the phone and say OK, WE GET IT, YOU DO NOT LIKE BRANCHES, but the phone call goes to your voicemail because you’re too busy driving the speed boats and wearing the monocles that you purchased after your promotion at work. You go to work hung-over, and you realize that, during a drunken conference call, you told your boss that your processor has 32 registers when it only has 8, but then you realize THAT YOU CAN TOTALLY LIE ABOUT THE NUMBER OF PHYSICAL REGISTERS, and you invent a crazy hardware mapping scheme from virtual registers to physical ones, and at this point, you start seducing the spouses of the compiler team, because it’s pretty clear that compilers are a thing of the past, and the next generation of processors will run English-level pseudocode directly.
Die shot of a Ryzen 5 2600 core complex (2019)
Nowadays to meet performance parity you can't just be pin-compatible and run at the right frequency, you have to really do a ton of internal logical optimization that is extremely opaque to the reverse engineer. As mentioned, Via is making the Zhaoxin stuff, they are licensed, they have access to all the documentation needed to make an x86_64 processor, and their performance is still barely half of what Intel and AMD can do.
Companies still frequently clone each others simpler chips, charge controllers, sensor filters, etc. but the big stuff is just too complicated.
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I'm a recent computer science graduate and finished my military duty, where I also developed a strong concept for my first game. Game development is my passion, and I’d love to pursue it full-time, but I’m unsure if going indie can provide enough financial stability at the start. Should I focus on funding and self-publishing, or look for a stable job in the industry or another field and keep game dev as a hobby for now? My friends think I could succeed as an influencer if I started streaming, but I’m also unsure if I want to specialize—programming might be an option.
It's important to remember that you're still in your early levels and there's a lot of the tech tree you haven't yet explored. In the ideal scenario, you'll manage to find a job in the industry and use it to level up your skills. You'll be able to earn the skills and experience needed to make your dream game real while building other games and seeing some best practices in action.
Outside of the ideal scenario, I think that finding a job that can pay the bills and leave you with enough free time to spend on your passion is a worthwhile endeavor. The amount of crossover from regular software engineering and game development is not nil, and leveling up in software engineering is a net positive towards making your dream game work out too... and programming generally pays a lot better than indie dev work. You can even consider the day job as a means to earn some funding to build a demo that you can use to shop around for investors and further funding.
I would caution against starting off with streaming too - these are two entirely separate pastimes and require different sets of skills. I don't know how you operate - maybe you're naturally gifted at juggling multiple things at once or perhaps you have the gift of the gab so that you can keep an audience engaged while speaking into the void and also concentrating at the same time. I just know that it's difficult enough getting started without a lot of experience in one thing, let alone multiple things at once.
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