Tampilkan postingan dengan label 2014 at 10:00PM. Tampilkan semua postingan
Tampilkan postingan dengan label 2014 at 10:00PM. Tampilkan semua postingan

Sabtu, 08 Maret 2014

Hawkeye and Hulk fight for their lives in the Mojoverse onlinecollegedegreee.blogspot.com

Written By 12; About: Hawkeye and Hulk fight for their lives in the Mojoverse onlinecollegedegreee.blogspot.com on Sabtu, 08 Maret 2014

onlinecollegedegreee.blogspot.com Hawkeye and Hulk fight for their lives in the Mojoverse

Hawkeye and Hulk fight for their lives in the Mojoverse


Saturday Morning Cartoons is back this week, bringing you a Mojo-rrific episode of Avengers Assemble, a baby shower from an episode of Archer that aired earlier in the week, and the season finale of Defenders of Berk.


If you miss Clone Wars, don't forget to check out the Netflix exclusive season six offering.


As always - minor spoilers ahead!




My Little Pony: Friendship is Magic - "Somepony to Watch Over Me"


Ever tire of looking after a younger sibling? Applejack does. This week Applejack gives Apple Bloom the chance to stay home by herself for the day...will Applejack regret the decision? Personal aside, this episode's title made me audibly groan.




Defenders of Berk - "Cast Out, Part II"


It's the season finale of Berk! Stoick has been captured by Dagur, but this dire situation lends a little heat to the cold war as Alvin and Hiccup join forces for Stoick's rescue and to do battle against the Berserkers and Screaming Death on Outcast Island.




Archer - "Baby Shower"


Archer is on the hunt for an over the top gift for Lana's baby shower, a hunt that leads him to Kenny Loggins' door. This clip shows a portion of the shower, book-ended by a rousing rendition of "Danger Zone." Language in this clip may be NSFW.




Adventure Time - "Bad Timing"


This week's episode is a bit odd, even for Adventure Time. Princess Bubblegum creates a set of power gloves with limited time travel ability, arousing Lumpy Space Princess' desire to use the tech to reunite herself with Brad. There are multiple animated viewing frames for the episode, with the storyline taking place only within a circular portion on the screen.




Avengers Assemble- "Mojo World"


Hawkeye are Hulk are forced to fight in the Mojoverse...but will the pair have to fight each other? Mojo is in full Jabba the Hutt mode in this clip, eating some live bait from a bucket. Check out the crowd shots for a few interesting cameos. Anybody else hoping for a Longshot or Shatterstar appearance?





Top image is courtesy of Marvel/DisneyXD.



onlinecollegedegreee.blogspot.com Hawkeye and Hulk fight for their lives in the Mojoverse

Jumat, 07 Maret 2014

The Disappointment Of Video Game Guns onlinecollegedegreee.blogspot.com

Written By 12; About: The Disappointment Of Video Game Guns onlinecollegedegreee.blogspot.com on Jumat, 07 Maret 2014

onlinecollegedegreee.blogspot.com The Disappointment Of Video Game Guns

The Disappointment Of Video Game Guns S


Back in mid-2012, for four minutes and six seconds, I thought the coolest big-budget video game I'd seen in years didn't have guns. I was wrong.


I don't mind guns in games. I mean, I don't want them in my Zeldas or my Donkey Kongs, but guns can be fun in plenty of others: from Borderlands and BioShock to Bastion and Bulletstorm.


I understand what guns can do in games. I believe that they are great at connecting one player to another player or one player to a computer-controlled character. I appreciate how they let me have an impact on another player—or a character in the digital world—in the simplest my-pixels-negating-your-pixels kind of way. For better or worse, shooting a gun in a game is still the purest—and easiest—way to feel that a video game is interactive. The people who make games know this. They've known this since before Space Invaders. It is one of the reasons why shooting in games works so well.


But...


There's something disappointing about guns in games. There's something disappointing about how the presence of guns often brings in an entourage of tiresome, dreary tropes: the badass hero, the glory of obliteration, the expression of excellence and power through the shooting of someone else.


Think about it.


Think about what having a gun in a game usually means.


Having a gun in a game seldom means that one shot gets fired. It means that thousands do. It means that, when we play in these gun-filled game worlds, we live in places where our heroes are merciless, where we/they aim for the head, where everyone we see is defined, at first glance as 1) a person to shoot or 2) a person to spare. There's a heat to these worlds and a hostility. These gun-filled game worlds feel cynical, angry and, worst, reduced. So little feels possible. When two people see each other in these worlds, most likely, one will shoot the other to death.


It's not always a problem to have a video game world where shooting is pretty much all that you do. It's often all that a game needs. It works for Halo. It works for the kind of adventures they make for Call of Duty. It works when the enemies are zombies or Nazis or other players with guns. It works for simple worlds where there is no complicated story to tell or anyone interesting to meet.


And in the more interesting game worlds? Maybe we can find an Ellie or an Alyx or an Elizabeth in one of these gun-filled game places. Maybe we can find a computer-controlled character who is there for us to talk to or hang out with, a character who is programmed to help generate feelings other than fear or anger or vengefulness or superiority or whatever it is you experience when you look back at a lawn you just mowed.


If we cock our head and think about how these gun-filled game worlds are made, we'll recognize how much harder it always seems to be for game makers to make that one character we can sort of talk to or emote with than it is to make all those characters we can just fill with lead. Guns and shooting... they're the easy path.


So, really, I get that games often need to have guns. Again: interactivity. But all that baggage they come with? All of that kill-or-be-killed hostility they bring to their gaming worlds? It feels so limiting.


Back on June 4, 2012, however, I experienced those four wonderful minutes. For four minutes I thought I was seeing a game world that would normally have guns in it but for some excellent reason didn't. Or maybe it did but it wasn't contaminated by them.


For four minutes I thought I was seeing a wonderful, gun-free expansion of ways to interact with people and things in a video game city. There were four minutes of so many possibilities. Maybe, just maybe, no guns were needed for this new game to seem appealing and for the game to be fun.


Let's go back to those four minutes and what everyone who was watching Ubisoft's E3 2012 press conference saw displayed on a massive screen.


At first, I didn't know what this new game was:


The Disappointment Of Video Game Guns S


This wasn't a new Assassin's Creed or Far Cry. What could it be? Some Tom Clancy thing?


The Disappointment Of Video Game Guns S


It probably wasn't a racing game. It didn't seem like a first-person shooter.


The Disappointment Of Video Game Guns S


I saw this guy. And I saw the first sign of interactivity. He didn't pull a gun. Instead, we got a circle of options. Trains? Cars? Hacking? What could we do in this world?


The Disappointment Of Video Game Guns S


What kind of people were we going to be meeting here? How would be interacting with them?


The Disappointment Of Video Game Guns S


And why wasn't there any shooting?



But four minutes in, we got a gun.


Of course we got a gun.


The Disappointment Of Video Game Guns S


At least our hero didn't shoot the gun right away. Instead, he hacked...


The Disappointment Of Video Game Guns S


He disarmed the bad guys...


The Disappointment Of Video Game Guns S


He shut off traffic lights using his phone!


The Disappointment Of Video Game Guns S


I was loving this. It felt so fresh.


Seconds later...


The Disappointment Of Video Game Guns S


And this...


The Disappointment Of Video Game Guns S


It was a shooting game, after all. So much for that. The game still did look pretty cool.


The Disappointment Of Video Game Guns S


That was two years ago.


Like many other gamers, I've been eager for Watch Dogs to come out. I've been looking forward to it and am eager to finally play through it this May.


I'm excited to play an open-world game starring a hacker who can use his phone to raise drawbridges during a police chase and who can snoop through webcams to gather important information. Watch Dogs seems modern and unsettling, fertile and relevant—an interactive adventure tuned to the age of Edward Snowden, the NSA and urban terrorists who use phones to set off bombs.


I've seen a pre-release version of the game a couple of times and, each time, I've been excited about the Watch Dogs' potential to be a Grand Theft Auto of hacking. I've been disheartened whenever it devolves, before my eyes, into an open-world shooter, a Grand Theft Auto of guns. We already have that. I've already played and enjoyed that.


Each time I see Watch Dogs, I can't help but think about what I briefly thought the game was going to be. I remember how broader my expectations were, how excited I was to interact with a gritty urban video game metropolis with something other than a gun as my primary tool to touch a virtual world.


Yesterday, the makers and marketers of Watch Dogs released a new trailer for the game. They also gave some interviews. The game's producer told a colleague that the heart of the game is still hacking.



Hacking has always been our core focus. We always made sure that most of our missions could be done through hacking and stealth. Obviously you can always take a violent approach if that's the way you want to do it. There are a lot of gamers who want to play with a very aggressive approach, who want to rush in guns-blazing. And when they did that hacking, became less useful. Especially if you were on the ground. If you weren't in cars, for example, or traveling through the city. We had a lot of ideas for that. Some were there and sometimes we just needed little hooks to connect certain systems together. We did that in a couple of weeks and all of a sudden we saw the best players were now the ones who could mix combat with hacking.



But again the game teeters. It tips and tilts under the weight of those guns and their baggage. One gun leads to many guns. Shots fired everywhere in a city of nastiness and hostility.


Look at the scenes from the new trailer. What do they tell you? They tell you that you are a hacker, that your daughter was killed, that you are angry and that you are not necessarily a nice person in this game. You will defend yourself.


The Disappointment Of Video Game Guns S


But why isn't one shot enough?


The Disappointment Of Video Game Guns S


Is it cooler to shoot twice? More exciting? More badass?


Isn't a phone a more interesting weapon?


The Disappointment Of Video Game Guns S


Isn't a phone more interesting, for once in a game, than a gun?


The Disappointment Of Video Game Guns S


This is the Watch Dogs that excites me...The Disappointment Of Video Game Guns S


The Disappointment Of Video Game Guns S


The Disappointment Of Video Game Guns S


This is the one that feels liberated from the same-old, same-old ways of video game gun violence...


The Disappointment Of Video Game Guns S


The Disappointment Of Video Game Guns S


The Disappointment Of Video Game Guns S


The Watch Dogs trailer nearly ends with this...


The Disappointment Of Video Game Guns S


The Disappointment Of Video Game Guns S


The Disappointment Of Video Game Guns S


I'd be thrilled if it really did end there. I can black out a skyscraper? I think I'm sold!


But the makers or the marketers behind Watch Dogs decided that that wasn't exciting enough. You can do that in a video game? Sure, the trailer seems to say. The trailer won't leave you with that. There's a final image to show, a piece of punctuation.


The trailer ends with this...


The Disappointment Of Video Game Guns S


To contact the author of this post, write to stephentotilo@kotaku.com or find him on Twitter @stephentotilo.


onlinecollegedegreee.blogspot.com The Disappointment Of Video Game Guns

The 20,000 Leagues Remake That Almost Was onlinecollegedegreee.blogspot.com

onlinecollegedegreee.blogspot.com The 20,000 Leagues Remake That Almost Was

The 20,000 Leagues Remake That Almost Was S


There have been two or three attempts to reboot Jules Verne's 20,000 Leagues Under the Sea since Disney's classic 1954 version, none of them very successful. In 1984 Dino DeLaurentiis briefly considered filming an adaptation of the Verne novel. I was commissioned to create concept art meant to help sell the project.


George MacDonald Fraser, author of the Flashman series of novels and screenwriter for Octopussy, The Three Musketeers and Red Sonja, was commissioned to write the screenplay. As a life-long Verne fan, I received the script with both excitement and trepidation. I was thrilled to discover that Fraser had treated the novel with both respect and understanding...sticking much more closely to the novel than the Disney film...while at the same time making it a wholly original adaptation that stood entirely on its own.


Fraser followed Verne's description of the squid attack on the Nautilus almost verbatim, with not just the lone animal as depicted in the Disney film but with more than twenty of the monsters. One of Fraser's ideas that I thought most brilliant was that of combining Nemo's visit to the sunken treasure ship with the visit to Atlantis. Fraser's imagery of the ancient sunken city littered with the shipwrecks of centuries was a compelling one. And just to up the ante, Nemo's mortal enemy has tracked him to this point and begins depth-charging the ruins!


The first thing I did was to sit down and try to come up with a design for the submarine that looked reasonable, fulfilled the requirements of the script and paid no homage to Harper Goff's inimitable design for Disney. This latter condition was an important one: no one admires the Disney Nautilus more than I do, but so the Disney submarine is so iconic that it's what everyone expects the Nautilus to look like—and just about every Nautilus since 1954 has borne some degree of resemblance, usually in the form of the serrated arch that is probably the most distinguishing feature of the Goff Nautilus. By the same token, I couldn't follow the design described by Verne in the novel. He was too good at doing his homework: the fictional Nautilus looked like a modern submarine.


Fortunately, I had a huge file of materials relating to 19th century submarine design that had been provided me by the late Thomas O. Paine, who had a 3500-volume library devoted entirely to submarine warfare. This helped me come up with features that were in keeping with mid-19th century submarine technology.


The 20,000 Leagues Remake That Almost Was S


I decided against the giant portholes in the sides and opted instead for an underslung salon, somewhat resembling the gondola of a zeppelin. This allowed me to have a foreward-facing set of windows that I thought could provide some dramatic views. Nemo's organ sat in the midst of this giant window, flanked by glass on either side. I also put some thought into the salon interior, since most of the action aboard the Nautilus took place there. I wanted to give it an Indian motif, to reflect Nemo's origins. And I had to include the fireplace(!) that Fraser had described in the script. A goofy notion the extravagance of which kind of appealed to me.


The 20,000 Leagues Remake That Almost Was S


The 20,000 Leagues Remake That Almost Was S


Sadly, most of the paintings I did for DeLaurentiis have disappeared. I have only a snapshot or two (one of which heads this article; the other is of the interior of the salon/library). Some of the art, however, was adapted for a few of the illustrations I did for an edition of 20,000 Leagues that I both illustrated and translated four years later. They give some idea of what the DeLaurentiis 20,000 Leagues might have been like.


The 20,000 Leagues Remake That Almost Was S


The 20,000 Leagues Remake That Almost Was S


The 20,000 Leagues Remake That Almost Was S


The 20,000 Leagues Remake That Almost Was S


Though this movie was never made, there were two movie versions released in 1997, both made for television and both pretty much execrable. Most recently, rumors have had David Fincher developing a big-budget theatrical remake. This may turn out to be one of those movies that's impossible to reboot.


onlinecollegedegreee.blogspot.com The 20,000 Leagues Remake That Almost Was

Rabu, 05 Maret 2014

Watch the trailer for Afflicted, Best Horror winner at Fantastic Fest onlinecollegedegreee.blogspot.com

Written By 12; About: Watch the trailer for Afflicted, Best Horror winner at Fantastic Fest onlinecollegedegreee.blogspot.com on Rabu, 05 Maret 2014

onlinecollegedegreee.blogspot.com Watch the trailer for Afflicted, Best Horror winner at Fantastic Fest

Found-footage horror flick Afflicted had a pretty good run at Fantastic Fest (THE festival for all things genre). The pictured walked out with Best Picture, Best Screenplay and Best Director in the horror category. Now take a look at the trailer.


Directed, written and starring Derek Lee and Clif Prowse, Afflicted is getting a lot of love. Here's the official synopsis:



This terrifying horror thriller follows two best friends who set out on the trip of a lifetime around the world. Their journey, documented every step of the way, soon takes a dark and unexpected turn after an encounter with a beautiful woman in Paris leaves one of them mysteriously afflicted.



And it hits theaters on April 4th, 2014.


onlinecollegedegreee.blogspot.com Watch the trailer for Afflicted, Best Horror winner at Fantastic Fest

Selasa, 04 Maret 2014

The first photo of the Orion Nebula compared to one taken by an iPhone onlinecollegedegreee.blogspot.com

Written By 12; About: The first photo of the Orion Nebula compared to one taken by an iPhone onlinecollegedegreee.blogspot.com on Selasa, 04 Maret 2014

onlinecollegedegreee.blogspot.com The first photo of the Orion Nebula compared to one taken by an iPhone

The first photo of the Orion Nebula compared to one taken by an iPhone S


Back in 1880, astronomer Henry Draper required an entire 50 minutes to capture the first telescopic image of the Orion Nebula. Now, over 130 years later, Andrew Symes has accomplished the exact same thing using his iPhone — and he only needed a single second.


Canadian astrophotographer Andrew Symes does most of his photography through a telescope with his iPhone.


"[T]he quality of today's smartphone cameras makes it possible to take very respectable images of the Moon and planets through a telescope with your phone – but it takes some work," he writes at his blog.


The first photo of the Orion Nebula compared to one taken by an iPhone S


Image Credit: Andrew Symes.


You can check out his set-up and technique here, but in summary he uses an 8-inch telescope, the NightCap app for iPhone, a smartphone adapter, eyepiece filters, stacking and editing software, and whole lot of practice.


Of course, if you're NASA and you have the Wide-field Infrared Survey Explorer (WISE) at your disposal, you can take pictures of the Orion Nebula that look a little like this:


The first photo of the Orion Nebula compared to one taken by an iPhone S


Image Credit: NASA/JPL-Caltech/UCLA.


Check out Symes's Flickr set for more pics, including some remarkable shots of the moon and Jupiter; you can follow him on Twitter.


onlinecollegedegreee.blogspot.com The first photo of the Orion Nebula compared to one taken by an iPhone

Minggu, 02 Maret 2014

Someone made a song out of Jeff Goldblum's weird Jurassic Park laugh onlinecollegedegreee.blogspot.com

Written By 12; About: Someone made a song out of Jeff Goldblum's weird Jurassic Park laugh onlinecollegedegreee.blogspot.com on Minggu, 02 Maret 2014

onlinecollegedegreee.blogspot.com Someone made a song out of Jeff Goldblum's weird Jurassic Park laugh

Someone made a song out of Jeff Goldblum's weird Jurassic Park laugh S


And yes, it is sheer perfection.


Top Image by John Larriva via


Soundcloud user FLIPSHOT sampled Jeff Goldblum's ridiculous laugh from the helicopter scene at the beginning of Jurassic Park and turned it into "Hahahrawrrahaha," a 188-second breakbeat tribute to the randy, snarl-like noises that have been known to pour out of Goldblum's mouth.


The scene in question, for the uninitiated:


Goldblum May not be appearing in Jurassic World, but this should assuage your disappointment. Easily our favorite treatment of the Goldblum guffaw since this little masterpiece.


[Via A.V. Club]


Related


Jeff Goldblum is up for Independence Day 2, but not Jurassic World

Check out an amazing new Game of Thrones poster. Get the first look at an adaptation of Stephen King's Cell. Patrick Wilson may play a major… Read…




onlinecollegedegreee.blogspot.com Someone made a song out of Jeff Goldblum's weird Jurassic Park laugh

Jumat, 28 Februari 2014

Meet the One Guy You Want to Be Stuck on Mars With onlinecollegedegreee.blogspot.com

Written By 12; About: Meet the One Guy You Want to Be Stuck on Mars With onlinecollegedegreee.blogspot.com on Jumat, 28 Februari 2014

onlinecollegedegreee.blogspot.com Meet the One Guy You Want to Be Stuck on Mars With

Meet the One Guy You Want to Be Stuck on Mars With S


Very soon, in the never ending debate about whether or not info dumps can be compelling, someone will point out that Andy Weir made some 300 or more pages of info dumps nail-bitingly thrilling in The Martian. To which someone else will reply, 'Well yeah, but that's only because Mark Watney's life hung in the balance in every single scientific digression.' Which neatly sums up the appeal of the novel – the only thing harder than this book's science is surviving on Mars.


Mark Watney is the lowest ranked astronaut on the 3rd manned mission to Mars – he's no Buzz Aldrin or Yuri Gagarin. He's a sort of dorky engineer with a botany background a juvenile sense of humor and an upbeat can-do attitude that would make BYU's pep squad look like suicidal goths. He's not the guy who inspires schoolchildren or makes profound speeches. Through a combination of catastrophe and dumb luck, their mission is aborted and Mark is left for dead on the surface of Mars. The dumb luck is that he survives.


Cut off from all other humans in the solar system, his continued survival is a series of desperate attempts and terrifying gambles. It's not that Mark has to find fresh water on a desert island – it's that he has to make it. Without, y'know, blowing himself up. Weir has constructed a 21st century robinsonade out of Murphy's Law and the skin of Mark's teeth.


Mark has, at his disposal, gear for six for most of a month, some refrigerated potatoes, a lifetime supply of disco, and science. Lots and lots of science. Chemistry, math, computer programming, navigation, basic 'if a rover can travel 90 kilometers a day…' algebra, and "extreme botany" all play a role in Mark's extended Martian stay. Of course, someone driving around on Mars eventually captures NASA's attention. The book's view expands to include NASA and JPL workers doing their best to figure out how to save Mark. Or at least figure out what he's doing from satellite pictures. This provides more than the occasional moment of dramatic irony.


Though NASA's sending manned missions to Mars, the scenes back on Earth make it clear that this is a near-future book. Extremely near, if you believe that no-one at JPL has Google Glass or that people would still watch CNN on televisions. In bars. For the most part, keeping everything near future has the benefit of plausible tech and workable science. There aren't any magic wands or superpowered items that are going to save Mark at the last minute. Sure, I have quibbles with a few things (How insulating is the habitat tent's material? Why is it a single shell tent? Is there really enough carbon and nitrogen in the dirt he makes?), but those aren't even questions that you could ask about far future science fiction or space operas or other stories with high concentrations of handwavium.


Most of the book is in the form of Mark's audio logs. Mark's upbeat and humorous outlook keeps the book from ever feeling as dangerous or dark as the situation probably warrants. You get the feeling that, while this serves him – and the book – on Mars, it would make him remarkably annoying on, say, a family camping trip in those groggy pre-breakfast minutes. You also get the feeling that instead of hiking of fishing, Mark has spent his morning figuring out how to short sheet your bed with you in it. The thing keeps Mark from being some Mary Sue of MacGyverdom and Pollyanna saracasm mashup is his ability to cause himself as much grief as anything else ever does.


Meet the One Guy You Want to Be Stuck on Mars With


Mark isn't the only somewhat one note character. Everyone else we meet is pretty much exactly what you think they are. A lack of villains is refreshing and character depth really isn't this genre's strong suit. Mindy Park, the NASA SatCon engineer who figures out Mark is alive, is the only character who has any arc as her "space paparazzi" assignments give her more confidence. Unfortunately, she's also basically demoted one of the last times we see her. It would have been nice to know that women can look at photos in science without suffering the same fate as Rosalind Franklin.


While the book doesn't dwell on deep feelings or universal human truths, it is smart enough to know, and admit, that the cost of rescuing Mark is vast – in money, in man hours, in equipment and to individual lives and to scientific exploration. This isn't just a book where science saves the day, this is a book where science is the most important thing – something to be venerated, in between Mark's pirate jokes. And it's something that can be lost.


The Martian is a self-publishing success story, which has not just migrated to commercial publishing, it has also been optioned by Fox. (I would bet money there's a screenwriter out there somewhere trying to figure out how Mindy and Mark can end up dating, extremely long distance.) I hope it actually gets made, since this is the sort of story that will end up inspiring the next generation of explorers and engineers. Probably not botany though – Mark's actually pretty mean about other botanists. Which may be okay – I'm not sure the solar system can handle more than one extreme botanist.


onlinecollegedegreee.blogspot.com Meet the One Guy You Want to Be Stuck on Mars With

Selasa, 25 Februari 2014

Is your state the most miserable in the nation? onlinecollegedegreee.blogspot.com

Written By 12; About: Is your state the most miserable in the nation? onlinecollegedegreee.blogspot.com on Selasa, 25 Februari 2014

onlinecollegedegreee.blogspot.com Is your state the most miserable in the nation?

Is your state the most miserable in the nation?


Sorry, West Virginians, the news isn't good.


Gallup has put out its annual "state of the states" poll of over 178,000 people, looking at our collective sense of well-being as bounded within our state lines. The big winner in all this? The Dakotas, that great paradise to the North, famous for gifting us Mount Rushmore, some pretty decent hotdish recipes, and the title of the movie Fargo.


North Dakota and South Dakota occupied the first and second place in the overall rankings, though Nebraska, Alaska, Vermont, and Massachusetts also all topped some of the individual categories. While West Virginia swept lowest scores in all the categories except one.


Here's the data broken down by the six measures that the pollsters surveyed:


Is your state the most miserable in the nation?


You can find more on your own state's data here.


So, do you agree with your state's ranking? West Virginians, we're feeling a little worried about you. Dakotans, we want to know just what life in your utopia is like. Tag your state on the map and tell us how things are going.


onlinecollegedegreee.blogspot.com Is your state the most miserable in the nation?

Senin, 24 Februari 2014

The principle of "near enough" proves anyone is psychic onlinecollegedegreee.blogspot.com

Written By 12; About: The principle of "near enough" proves anyone is psychic onlinecollegedegreee.blogspot.com on Senin, 24 Februari 2014

onlinecollegedegreee.blogspot.com The principle of "near enough" proves anyone is psychic

The principle of "near enough" proves anyone is psychic


So you've completed a psychic test. The test has turned up exactly zero psychics. How can you get a psychic data with no psychics? Use the law of "near enough" to expand the parameters of the test!


It's all about things that are almost coincidences — the sort of thing that inspire conspiracy theories the world over. You know the kind of thing I'm talking about: "This man was shot in 1948, but he had a son. How did the son die? Of a gun shot! In 1984!" If there were another unfortunate male in the family line who had been killed in 1498, 1489, or 1849, or 1894, they would probably also be listed. That looks like a coincidence, but isn't. It's just a juggling of numbers. And numbers can be juggled many ways. As long as the overall numbers kind of look like each other people can consider it "near enough."


The assassinations of President Lincoln and President Kennedy famously inspire a lot of "near enough" coincidences. There are lists online, but one item that often gets mentioned is, "Oswald fired the shot from a library and fled to a theater, and Booth fired the shot in a theater and fled to a library." Presumably someone eventually noticed that the Texas Book Depository wasn't a library, but a kind of warehouse for textbooks. That only strengthened the parallel. Osward fired from a warehouse and was caught in a theater. John Wilkes Booth fired from a theater and fled to a lot of places, including people's homes, train cars, and the woods, but he was eventually captured in a warehouse. If by "warehouse," you mean "barn." Eh, near enough.


The point isn't that the stories aren't somewhat similar, the point is that "somewhat similar" is a very easy criterion to meet, especially if people are willing to fish around until something meets it. One famous "near enough" coincidence happened during a psychic test. It was the usual one, with cards that the reviewer would look at and the potential psychics would have to guess. None of the psychics had a guess rate any higher than random chance, which in itself might be the most eerie coincidence of the incident. Test enough people and someone should get a few more than random chance right, just like someone should get a few less than random chance right. Test over, right? No! Another psychic searcher suggested looking at the cards just ahead and just behind of the card that the psychic was being tested on. Suddenly, one psychic did much, much better than random chance. Eerily better. Was he psychic?


Let's say he was near enough.


[Via The Improbability Principle]


onlinecollegedegreee.blogspot.com The principle of "near enough" proves anyone is psychic

Sabtu, 22 Februari 2014

Donatello debuts a refurbished Robo-Turtle on TMNT onlinecollegedegreee.blogspot.com

Written By 12; About: Donatello debuts a refurbished Robo-Turtle on TMNT onlinecollegedegreee.blogspot.com on Sabtu, 22 Februari 2014

onlinecollegedegreee.blogspot.com Donatello debuts a refurbished Robo-Turtle on TMNT

Donatello debuts a refurbished Robo-Turtle on TMNT


This week in the world of cartoons, we bring you a hard hitting look at the realities of video game addition on Steven Universe, TMNT features the return of an old Ninja Turtles "frenemy", and we catch a belated, but much awaited, episode of Hulk.


If you are a fan of Korra, don't forget to check out Lauren Davis' preview of season 3!


As always - minor spoilers ahead!




My Little Pony: Friendship is Magic - "Twilight Time"


The Cutie Mark Crusaders look to Twilight in hopes of getting better grades, but are the Crusaders really looking for a social status boost?




Defenders of Berk - "Bing! Bang! Boom!"


A trio of very dangerous Thunderdrums - dragons that are equally deadly in the air and under water - attack Berk, so the villagers look to their own Thunderdrum, Thornado, to save the day.




Hulk and the Agents of S.M.A.S.H. - "For Asgard"


The Chris Bosh voice-cameo on HatAoS was pushed back to this weekend. If you like the Thor movies or the Miami Heat, don't forget to tune in on Sunday.


And if you're partial to Bosh or Tom Jones (or Carlton Banks for that matter), bask in the clip above, but make sure you keep the volume down to avoid puberty-esque voice cracking.




Steven Universe - "Arcade Mania"


Steven rewards the 'Gems with a trip to one of his favorite hangouts, Funland Arcade. Garnet becomes addicted to a Samba De Amigo-like game by the name of Meat Beat Mania, forcing Steven to intervene. I want a Billy Mitchell cameo.




Teenage Mutant Ninja Turtles- "Metalhead Rewired"



Donatello shows off Metalhead v2.0 in this week's episode. My fave turtles has the intention of using the rebuilt turtle-droid for sparring practice, which you can see in this clip.




Top image is courtesy of Nickelodeon.



onlinecollegedegreee.blogspot.com Donatello debuts a refurbished Robo-Turtle on TMNT

Jumat, 21 Februari 2014

Numenera Bestiary unleashes the bizarre beasts of the Ninth World onlinecollegedegreee.blogspot.com

Written By 12; About: Numenera Bestiary unleashes the bizarre beasts of the Ninth World onlinecollegedegreee.blogspot.com on Jumat, 21 Februari 2014

onlinecollegedegreee.blogspot.com Numenera Bestiary unleashes the bizarre beasts of the Ninth World

Numenera Bestiary unleashes the bizarre beasts of the Ninth World S


Far-future science fantasy RPG Numenera got a lot weirder with the release of the Numenera Bestiary, a collection of mutants, other-dimensional intruders, aliens and even stranger things. Check out the weirdness in this incredible art gallery.


Top image: Nibovian Companion by Kieran Yanner


Creature catalogs are usually my favorite part of any RPG, and Numenera is no exception. This book of monsters is particularly excellent because the things within it are truly bizarre. You won't find seven variations on dragons in different colors or other standard fantasy monster tropes. The Numenera Bestiary is All Weird, All the Time. (Fun fact: I've been calling books like this "beast-iary" for years, but apparently that's incorrect). These creatures are truly imagination-bending, and the art is relentlessly stunning, which is why we've got a gorgeous gallery of Bestiary art below.


That's not all that's been happening at Monte Cook Games lately. They've also released a Creature Deck, 100 cards that allow the GM to draw a random creature for a given encounter, providing basic stats and a full-color image of the creature to show your players. They also recently announced the Numenera Character Options book, due out in May. This book will provide more descriptors, including negative ones (like dishonorable), really opening up the creative possibilities of character creation.


Several "glimmers" (short modular extentions of the Numenera rules or setting of a dozen or so pages) have also been released, including Artifacts & Oddities and In Strange Aeons, a guide to adding Lovecraftian horror to your Numenera campaign.


The most recent glimmer, Love & Sex in the Ninth World, is especially interesting. RPGs have always had a tough time handling romance and sex. When they handle it at all, it's usually with a lot of giggling (I have a firsthand report that a common rite of passage for new editors at Wizards of the Coast headquarters is to make them retrieve the Book of Erotic Fantasy from the RPG library, which is situated in a highly visible area).


Love & Sex, by Shanna Germain, generally takes a more serious angle on the topic. The bulk of it outlines general sexual attitudes and practices in the Ninth World, such as sexual religious rites, various forms of prostitution, or unusual wedding ceremonies. It's a bit of a sexual utopia, since Ninth Worlders seem to have more pressing matters to deal with than judging people for their gender or orientation. It includes tips for GMs for tackling sensitive topics in an RPG. It isn't all serious, as some of the artifacts and oddities show a sly humor (magic bondage rope and a glass rod that "stays cold no matter the surrounding temperature," for instance). I'd have liked to see some more specific examples of unique ways romance and lust play out in the Ninth World, but Love & Sex definitely offers good information and a new way to approach mature topics in a Numenera campaign.


Numenera Bestiary unleashes the bizarre beasts of the Ninth World S


A size comparison chart of all the creatures, via Monte Cook Games


Numenera Bestiary unleashes the bizarre beasts of the Ninth World S


Bellowheart by Guido Kuip.


Numenera Bestiary unleashes the bizarre beasts of the Ninth World S


Decanted by Ben Wootten.


Numenera Bestiary unleashes the bizarre beasts of the Ninth World S


Ellnoica by Mark Bulahao.


Numenera Bestiary unleashes the bizarre beasts of the Ninth World S


Kalyptein Crab by Guido Kuip.


Numenera Bestiary unleashes the bizarre beasts of the Ninth World S


Plasmar by Jason Engle.


Numenera Bestiary unleashes the bizarre beasts of the Ninth World S


Nychtheremon by Scott Purdy.


Numenera Bestiary unleashes the bizarre beasts of the Ninth World S


Slidikin by Ben Wootten.


onlinecollegedegreee.blogspot.com Numenera Bestiary unleashes the bizarre beasts of the Ninth World