RT @FrankConniff: Pentagon recommends DADT repeal be done slowly & methodically. It’s not something you can just rush into, like a war.
December 2010
November 2010
Finally, after 10 years, my bluetooth headset will play audio, not just phone calls. (iPhone 4 required.)
RT @rwaldron: Just added “git config —global alias.jk “reset HEAD” “: git jk file :P /cc @BoazSender @alexch
RT @mikemccaffrey: Congratulations to Poli-Sci-Fi Radio for its 3 year anniversary! Listen live for the next two hours: http://poliscifi …
Just completed Week 1 - Day 2 of #C25K with @c25kapp #c25kapp
“significance” with the everyday usage. In everyday usage, “significant” means “of practical importance,” or simply “important.” —Wallis and Roberts 1965, p. 385, quoted in http://www.statlit.org/pdf/2009ZiliakMcCloskeyASA.pdf
PoliSciFi Radio is live! http://www.poliscifiradio.com/?page_id=23 #psfr
RT @igaiga555: I’m affected by “git log —oneline —decorate —graph” !! #rubyconf http://bit.ly/bfjH8X
RT @mikemccaffrey: The Clone Wars show is hard to watch. Jedi manage to outdo Democrats at losing a huge majority to a handful of schemi …
My plan for the deficit http://t.co/WMc8PiU via @nytgraphics
Therefore, Merck claimed, there was no difference in the effects of the two pills. No difference in oomph, they said, despite a Vioxx disadvantage of about 5-to-1. Then the apparent fraud: the article neglected to mention that in the same clinical trial three additional takers of Vioxx, including the 73-year old woman whose survivors brought the problem to public attention, suffered from heart attacks. Eight in fact suffered or died in the clinical trial, not five. It appears that the scientists, or the Merck employees who wrote the report, simply dropped the three observations.
Why? Why did they drop the 3? We do not know for sure. The courts will decide. But an outsider could be forgiven for inferring that they dropped the three observations in order to get an amount of statistical significance low enough to claim— illogically, but this is the usual procedure—a zero effect.” —
The Cult of Statistical Significance By Stephen T. Ziliak and Deirdre N. McCloskey
Nicholas pointed me to this article discussing this article about MMOs vs. multiplayer console games, and pointing out that many of the innovations of MMOs have been adopted (coopted?) by console games. According to Frank, “alternate worlds” (by which I think he means persistent and shared virtual worlds) have failed to break through to widespread market acceptance. If this is so, the big question is, why haven’t they? What’s so different about persistence?
One of the many ways in which common sense hasn’t yet caught up with virtual worlds is that it’s both technically easier and more natural to have many independent and transient virtual worlds than one singular and persistent universe. It’s what people want from a game (or really, from entertainment in general) — a “what if” experience that has a defined lifetime, even if certain traits follow a player from game to game.
Throughout human history people have played games and enjoyed stories and, more recently, movies and TV shows. If you step back a little you realize that “independent and transient virtual world” is a pretty good definition of “game” or “story”, whereas a unitary persistent all-in MMO (or a Gibsonian cyberspace) is kind of weird and anomalous and even tedious, more like a job than a game. If a console game is like a story, an MMO is more like an afterlife or a delusion, a fantasy that people may indulge in but only as a backdrop to the mundane, not as an entertaining diversion.
People had similar dumb ideas early on about 3D UIs, typified by the scene in Disclosure where Michael Douglas straps on a VR headset and walks through aisles in a virtual library, only to find what he’s looking for by opening a flat video chat window and having a conversation in English with a librarian AI. Just as three dimensions are not nearly enough to represent information storage, retrieval and analysis, one universe is also not nearly enough to represent the many desired “what-if”s of entertainment. Most MMOs have many servers, and even shared-universe MMOs have a multiplicity of instances and games, which reset, play, disappear, and repeat.
The real world already has persistence; it’s a feature, not a bug, when fantasy worlds transcend that limitation.
RT @plukevdh: Awesome panel : “if you’ve come to this panel for coherent educational discussion, you are absolutely in the wrong place.” …
#rubyconf Teaching Ruby BOF moved to wherever we eat lunch today. Look for the hand grenade! @ultrasaurus @j3 @rubynuby
Sad that 2/3 of lightning talks won’t happen (including mine on Wrong) cause they only scheduled 1 hour for 25 talks #rubyconf