a blog of links related to computer animation and production technology Sponsored by ReelMatters.com


  • If a blind person gained sight, could they recognize objects previously touched?

    news.psu.edu/story/141360/2006/04/17/research/probing-question-if-blind-person-gained-sight-could-they-recognize

     

    Blind people who regain their sight may find themselves in a world they don’t immediately comprehend. “It would be more like a sighted person trying to rely on tactile information,” Moore says.

     

    Learning to see is a developmental process, just like learning language, Prof Cathleen Moore continues. “As far as vision goes, a three-and-a-half year old child is already a well-calibrated system.”

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  • 11 The Nine Situations | The Art of War by Sun Tzu

     

    https://medium.com/@shahmm/building-a-great-business-and-the-art-of-war-strategy-part-01-b8e4db611d4f

    https://tweakyourbiz.com/global/the-art-of-war

     

    https://www.fastcompany.com/3021122/fighting-your-business-battles-6-lasting-lessons-from-sun-tzus-art-of-war

     

    – Being prepared at what you do can be the difference between success and failure when things go wrong

     

    – Your king is your own customers. If you care for them, they will care for your project. Anticipate their needs, desires, wants and fulfill them with an unbiased mind.

     

    – Understand and respect the scope, ownerships and accountabilities of the project you work on.

     

    – Be subtle and diplomatic. You can only learn when you listen. But always be prepared to answer and follow up.

     

    – Share efforts with other people in the project by offering free help, as that will come back as an investement.

     

    – Focus on key elements of a production which are the least organized or efficient.

     

    – Validate and qualify your resources before taking on a plan.

     

    – Invest into a plan only if you are sure it can be completed successfully.

     

    – Value a project’s requirements and its users’ experience before the technology development itself.

     

    – Motivate your teams by the gains in specific production investments.

     

    – Organize tasks and teams based on their strenghts and self efficiency.

     

    – Analyze the project’s requirements and resources. Then prioritize them accordingly.

     

    – Observe and resolve bottlenecks, opportunities and users’ needs

     

    – Detail a plan B as soon as you striclty commit to a detailed plan A.

     

    – Dedicate some time and small teams to research efficient alternatives.

     

    – Build only and always on top of stable and known cycles.

     

    – Focus on the big items if they can resolve a lot of small ones.

     

    – If something worked before is still worth to think out of the box.

     

    – Combine all your team strengths into a unified collaborative effort.

     

  • Ethan Roffler interviews CG Supervisor Daniele Tosti

    Ethan Roffler
    I recently had the honor of interviewing this VFX genius and gained great insight into what it takes to work in the entertainment industry. Keep in mind, these questions are coming from an artist’s perspective but can be applied to any creative individual looking for some wisdom from a professional. So grab a drink, sit back, and enjoy this fun and insightful conversation.



    Ethan

    To start, I just wanted to say thank you so much for taking the time for this interview!

    Daniele
    My pleasure.
    When I started my career I struggled to find help. Even people in the industry at the time were not that helpful. Because of that, I decided very early on that I was going to do exactly the opposite. I spend most of my weekends talking or helping students. ;)

    Ethan
    That’s awesome! I have also come across the same struggle! Just a heads up, this will probably be the most informal interview you’ll ever have haha! Okay, so let’s start with a small introduction!

    Daniele
    Short introduction: I worked very hard and got lucky enough to work on great shows with great people. ;) Slightly longer version: I started working for a TV channel, very early, while I was learning about CG. Slowly made my way across the world, working along very great people and amazing shows. I learned that to be successful in this business, you have to really love what you do as much as respecting the people around you. What you do will improve to the final product; the way you work with people will make a difference in your life.

    Ethan
    How long have you been an artist?

    Daniele
    Loaded question. I believe I am still trying and craving to be one. After each production I finish I realize how much I still do not know. And how many things I would like to try. I guess in my CG Sup and generalist world, being an artist is about learning as much about the latest technologies and production cycles as I can, then putting that in practice. Having said that, I do consider myself a cinematographer first, as I have been doing that for about 25 years now.

    Ethan
    Words of true wisdom, the more I know the less I know:) How did you get your start in the industry?
    How did you break into such a competitive field?

    Daniele
    There were not many schools when I started. It was all about a few magazines, some books, and pushing software around trying to learn how to make pretty images. Opportunities opened because of that knowledge! The true break was learning to work hard to achieve a Suspension of Disbelief in my work that people would recognize as such. It’s not something everyone can do, but I was fortunate to not be scared of working hard, being a quick learner and having very good supervisors and colleagues to learn from.

    Ethan
    Which do you think is better, having a solid art degree or a strong portfolio?

    Daniele
    Very good question. A strong portfolio will get you a job now. A solid strong degree will likely get you a job for a longer period. Let me digress here; Working as an artist is not about being an artist, it’s about making money as an artist. Most people fail to make that difference and have either a poor career or lack the understanding to make a stable one. One should never mix art with working as an artist. You can do both only if you understand business and are fair to yourself.



    Ethan

    That’s probably the most helpful answer to that question I have ever heard.
    What’s some advice you can offer to someone just starting out who wants to break into the industry?

    Daniele
    Breaking in the industry is not just about knowing your art. It’s about knowing good business practices. Prepare a good demo reel based on the skill you are applying for; research all the places where you want to apply and why; send as many reels around; follow up each reel with a phone call. Business is all about right time, right place.

    Ethan
    A follow-up question to that is: Would you consider it a bad practice to send your demo reels out in mass quantity rather than focusing on a handful of companies to research and apply for?

    Daniele
    Depends how desperate you are… I would say research is a must. To improve your options, you need to know which company is working on what and what skills they are after. If you were selling vacuum cleaners you probably would not want to waste energy contacting shoemakers or cattle farmers.

    Ethan
    What do you think the biggest killer of creativity and productivity is for you?

    Daniele
    Money…If you were thinking as an artist. ;) If you were thinking about making money as an artist… then I would say “thinking that you work alone”.

    Ethan
    Best. Answer. Ever.
    What are ways you fight complacency and maintain fresh ideas, outlooks, and perspectives

    Daniele
    Two things: Challenge yourself to go outside your comfort zone. And think outside of the box.

    Ethan
    What are the ways/habits you have that challenge yourself to get out of your comfort zone and think outside the box?

    Daniele
    If you think you are a good character painter, pick up a camera and go take pictures of amazing landscapes. If you think you are good only at painting or sketching, learn how to code in python. If you cannot solve a problem, that being a project or a person, learn to ask for help or learn about looking at the problem from various perspectives. If you are introvert, learn to be extrovert. And vice versa. And so on…

    Ethan
    How do you avoid burnout?

    Daniele
    Oh… I wish I learned about this earlier. I think anyone that has a passion in something is at risk of burning out. Artists, more than many, because we see the world differently and our passion goes deep. You avoid burnouts by thinking that you are in a long term plan and that you have an obligation to pay or repay your talent by supporting and cherishing yourself and your family, not your paycheck. You do this by treating your art as a business and using business skills when dealing with your career and using artistic skills only when you are dealing with a project itself.

    Ethan
    Looking back, what was a big defining moment for you?

    Daniele
    Recognizing that people around you, those being colleagues, friends or family, come first.
    It changed my career overnight.

    Ethan
    Who are some of your personal heroes?

    Daniele
    Too many to list. Most recently… James Cameron; Joe Letteri; Lawrence Krauss; Richard Dawkins. Because they all mix science, art, and poetry in their own way.

    Ethan
    Last question:
    What’s your dream job? ;)

    Daniele
    Teaching artists to be better at being business people… as it will help us all improve our lives and the careers we took…

    Being a VFX artist is fundamentally based on mistrust.
    This because schedules, pipelines, technology, creative calls… all have a native and naive instability to them that causes everyone to grow a genuine but beneficial lack of trust in the status quo. This is a fine balance act to build into your character. The VFX motto: “Love everyone but trust no one” is born on that.

     

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  • A Brief History of Color in Art

    www.artsy.net/article/the-art-genome-project-a-brief-history-of-color-in-art

    Of all the pigments that have been banned over the centuries, the color most missed by painters is likely Lead White.

    This hue could capture and reflect a gleam of light like no other, though its production was anything but glamorous. The 17th-century Dutch method for manufacturing the pigment involved layering cow and horse manure over lead and vinegar. After three months in a sealed room, these materials would combine to create flakes of pure white. While scientists in the late 19th century identified lead as poisonous, it wasn’t until 1978 that the United States banned the production of lead white paint.

    More reading:
    www.canva.com/learn/color-meanings/

    https://www.infogrades.com/history-events-infographics/bizarre-history-of-colors/

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  • Equirectangular 360 videos/photos to Unity3D to VR

    SUMMARY

    1. A lot of 360 technology is natively supported in Unity3D. Examples here: https://assetstore.unity.com/packages/essentials/tutorial-projects/vr-samples-51519
    2. Use the Google Cardboard VR API to export for Android or iOS. https://developers.google.com/vr/?hl=en https://developers.google.com/vr/develop/unity/get-started-ios
    3. Images and videos are for the most equirectangular 2:1 360 captures, mapped onto a skybox (stills) or an inverted sphere (videos). Panoramas are also supported.
    4. Stereo is achieved in different formats, but mostly with a 2:1 over-under layout.
    5. Videos can be streamed from a server.
    6. You can export 360 mono/stereo stills/videos from Unity3D with VR Panorama.
    7. 4K is probably the best average resolution size for mobiles.
    8. Interaction can be driven through the Google API gaze scripts/plugins or through Google Cloud Speech Recognition (paid service, https://assetstore.unity.com/packages/add-ons/machinelearning/google-cloud-speech-recognition-vr-ar-desktop-desktop-72625 )

    DETAILS

    • Google VR game to iOS in 15 minutes

    • Step by Step Google VR and responding to events with Unity3D 2017.x

    https://boostlog.io/@mohammedalsayedomar/create-cardboard-apps-in-unity-5ac8f81e47018500491f38c8
    https://www.sitepoint.com/building-a-google-cardboard-vr-app-in-unity/

    • Basics details about equirectangular 2:1 360 images and videos.
    • Skybox cubemap texturing, shading and camera component for stills.
    • Video player component on a sphere’s with a flipped normals shader.
    • Note that you can also use a pre-modeled sphere with inverted normals.
    • Note that for audio you will need an audio component on the sphere model.

    • Setup a Full 360 stereoscopic video playback using an over-under layout split onto two cameras.
    • Note you cannot generate a stereoscopic image from two 360 captures, it has to be done through a dedicated consumer rig.
      http://bernieroehl.com/360stereoinunity/

    VR Actions for Playmaker
    https://assetstore.unity.com/packages/tools/vr-actions-for-playmaker-52109

    100 Best Unity3d VR Assets
    http://meta-guide.com/embodiment/100-best-unity3d-vr-assets

    …find more tutorials/reference under this blog page
    (more…)

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  • Looking Glass Holographic Display

    https://docs.lookingglassfactory.com/making-holograms/making-great-holograms

     

     

    https://www.kickstarter.com/projects/lookingglass/the-looking-glass-a-holographic-display-for-3d-cre?ref=dve2p9&utm_campaign=launch_day&utm_medium=social&utm_source=brad

     

    Iphone Portrait
    https://lookingglassfactory.com/tutorial/portrait-mode-photoslookingglassfactory.com

     

    Unity tutorial
    https://learn.lookingglassfactory.com/tutorials/getting-started-with-unity/

     

    Unity and DepthKit

    Aquariums
    https://lookingglassfactory.com/holograms/holo-quarium

  • Daniele Tosti Interview for the magazine InCG, Taiwan, Issue 28, 201609

    Interview for the magazine InCG, Taiwan, Issue 28, 201609

    ————————————————————-
    – First of all can you introduce yourself to our audience, who you are, how you join this part of industry? Can you talk about your past experience as VFX artist?

    My career started on a late Christmas night in the middle of the 1980s. I remember waking up to the soundtrack of Ghostbusters playing off from a new Commodore 64 console. My older brother, Claudio, left the console in my room, as a gift. And I was hooked.

    Since that moment I spent any free time available to play with computer technology and in particular computer graphic. Eventually this evolved into a passion that pushed me to learn the basic techniques and the art of all related to computer graphic. In a time when computer graphic at consumer level was still in its infancy.

    My place would be filled with any computer graphic magazine I could put my hands on. As well as the first few books. A collection that at some point grew to around 300 books. From the making-of movie books. To reference books. To animation books. And so on. My first girlfriends were not too thrilled about sharing the space in that room.

    This passion, as well as the initial few side jobs creating small animated videos and logos for local companies, eventually gave me enough confidence in my abilities and led me into my first professional job. As a computer graphic technician, driving lead and credit titles for one of the first few private national TV stations in Italy. Not necessarily a striking but a well paid job.

    The fact that I could make money through what I loved the most was an eye opener in my young life. It gave me fuel to invest even more of my time in the art and it did set the fundamentals for a very long career than has spanned over 20 years, across TV productions, commercials, video games and more recently feature movies.

    ————————————————————-

    – Can you introduce us about your current company?

    After leaving Italy I started working for some of the most recognized Studios around the world, and eventually for facilities such as Disney Features, Sony Imageworks, Moving Picture Company. During that period I had the fortune to serve along world level talents and supervisors, who helped me refine both my technical and artistic skills. This while also investing my time into learning about management and training cycles.

    I started sharing some of this personal knowledge and production experience throughout the world with ReelMatters Ltd.

    But eventually those extra skills allowed me to reach my dream in 2008, when I joined the team at Weta Digital in Wellington, New Zealand, to help on James Cameron’s Avatar.

    Weta has since been my family and the source of my pride. The level of expertise, passion and vision among the crew at Weta is inspirational and clearly visible in any project we work on. We all tend to thrive on perfection here and continuously pushing quality well beyond standards. One of the reasons why Weta is still at the forefront of the VFX industry nowadays.

    ————————————————————-

    – What sort of movie had you participated before? Out of all movies what was the most challenging that you had encountered?

    Due to my early, self thought, home training, it became easier for me to be involved with CG animation productions first. On that front, my best memories are working on Sony Imageworks’ “Surf’s Up” as well as on Steven Spielberg and Peter Jackson’s “The Adventure Of Tintin”. Movies which both raised the bar for CG environments and character animation.

    Most recently I have seen myself more involved with live action features, such as: “Avatar”, “Rise Of The Planet Of The Apes” and “Dawn Of The Planet Of The Apes”, “The Hobbit: An Unexpected Journey” and “The Hobbit: The Battle Of Armies”, “Iron Man Three”. All the way to Jon Favreau’s Walt Disney production: “The Jungle Book”.

    Each production has its own level of complexity and it is hard to make comparisons. Having some basic training has been fundamental for me to be able to see these features to delivery, while being flexible enough in sorting out those unique daily trials.

    Feature production overall is an unique challenge itself. You do need a solid understanding of both technology and human nature to be able to find solutions which are applicable to a constantly moving target, across the life of a project. Often under a commercially driven, delivery pressure. And while working along a multitude of different unique talents.

    It is quite a life changing experience, worth the pages of a best selling book. Where each chapter has its own plot.

    ————————————————————-

    – How do you co-operate with other special effect artist in order to create realistic effect?

    While there is an incredible amount of high class talent in the feature production business, no production is ever done by just an individual. It’s always the product of a constant collaboration that flows from the brain of visionary directors to the hands of skillful visual artist, and back.

    Providing the perfect backdrop for this collaboration is what usually makes some productions more successful than others.

    In that context. Creativity is the true fusion of the best ideas shared by this pool of minds, independently from which level of production you are at.

    Management’s job is to feed and support this fusion, not to drive it.

    And the working environment is one that allows trust and respect between all parties, while avoiding mechanical routines.

    In other words. No piece of hardware or software will make a visually pleasant picture by itself unless someone infuses it with a soul. As George Sand once said “ The artist vocation is to send light into the human heart.”.

    And to paraphrase Arthur C. Clark, I believe that a true collaboration between visionaries and artists is what makes “any sufficiently advanced (CG) technology indistinguishable from magic”.

    ————————————————————-

    – What does it mean to you to create a good quality effect?

    Any good CG effect that you would call as such is an effect that live for its purpose. Which most of the time is to support the action or the plot at hand.

    In a live action feature, I tend to be in awe when the effect is helping experiencing that perfect Suspension Of Disbelief. Which is, the willingness to suspend logic and criticism for the sake of enjoying the unbelievable.

    As soon as any effect breaks from its purpose or it is not up to the task at hand, your brain will tend to over analyze the visuals and, as such, take you away from the overall experience.

    It is interesting to see that movies such as Jurassic Park are still holding their ground nowadays. Where more modern vfx productions tend to look dated very quickly. From that point of view, it appears to me that a quite a common mistake today is to overcompensate visuals with camera work, digital grading and computer generated work for the sake of the effect, more than to serve the story and the truth of the moment.

    ————————————————————-

    – If it is possible for you to share tips about creating good quality effect?

    1- The generalist at heart.

    One question that I get quite often during my seminars is what should new vfx artists focus on. Is it specializing on a tool? Or learning a discipline? Or mastering a specific skill?

    It is a fact that higher level Studios tend to hire people with well defined talents that fit in specific operational labels. In this way it is easier for them to fulfill recruitment numbers and satisfy production’s immediate needs.

    What happens after wards, when you start working as a VFX artist, is not always as well defined. The flexible nature of feature production cycles and delivery deadlines is often a catalyst for a multitude of variations in an artist’s work life. Especially on the post-production side of a digital pipeline. For that reason, I notice that people with more generic skills, with an ability to adapt to new processes and a genuinely open nature tend to fit in better and last longer throughout various projects.

    The exception here being artists with dedicated PHDs and/or masters of a very specific domain, which makes them highly specialized in the VFX crowd and able to have a niche of their own.

    Looking at the software or hardware side of things, technology is still progressing on a daily basis. And will continue doing so. To this extent, many facilities rely on proprietary technology. Thus specializing on a single tool, without learning the CG art’s basics, is also a dangerous game to play. You may end up being obsolete along the program you have learned. Or, in the best case, having a very limited number of facilities you can apply to.

    What I suggest as a general rule to young VFX artists is to focus their energies in learning all that constitutes the basis of a successful career in computer graphic, along with improving their natural talent. So. From understanding modeling. To lighting and color. From rigging to animation. From procedural cycles to FX mechanism.

    Doing so, building the knowledge necessary not only to satisfy a possible recruitment position, but also to be able to interact with people with different talents in a large facility. And as such, have enough confidence to quickly help and fit it in the bigger picture, which often forms these complex production pipelines.

    On that note, competition for very few spots in a large studio is also a challenge when combined with trying to win the attention of a busy HR office or of a busy VFX Supervisor.

    When applying for a VFX position, it is quite beneficial to have a very clear introduction letter, which simply states in one line the discipline you are applying for. That being for example: modeling, animation, texturing, shading, … But never indicating more than one discipline at the time. Then in the body of the introduction letter describe that, if need arises, you could also help covering other positions which fit along your skills.

    Finally, supporting your application with a very short demo reel (one minute top, possibly less) that shows and clearly labels your very best work in the main discipline you are applying for and clarifies your side skills, wherever those are applicable. To this extent, if you are interested in multiple disciplines, it is highly recommended to prepare multiple introduction letters and related demo reels to satisfy each separate application.

    2-What constitute the best production pipeline.

    There is always a lot of pride in winning accolades in the VFX industry. And deservedly so. The amount of energy, investments, time and talent required to achieve such a task is, to say the least, overwhelming. Very few Studios and individuals have the sensibility,
    experience and organization to pull that feat.

    In support of these cycles, there is also a lot of new technology and specialized tools which continuously push the boundaries of what is achievable in computer graphic on a daily basis. To the point that I am confident the majority of senior VFX people in the industry would agree that we are still at the beginning of this exploration, in many ways.

    Where a painter is looking for an intimate inspiration to fill in his lonely blank canvas, with a brush and a small collection of colors at his disposal. CG is often the product of a perfect balance between a crowd of ambitions, thousands of frames, a multitude of digital gadgets and a variety of complex mediums.

    The combination of new visions and new science is also what makes organizing these complex VFX tasks an expensive challenge in itself, worth the efforts of the most influential CTOs and producers around the world.

    A challenge well described in a white-paper about The Status Of Visual Effects written by Renee Dunlop, Paul Malcolm, Eric Roth for the Visual Effects Society in July 2008.
    Between the pages, the writers detail a few of the biggest obstacles currently affecting production:
    – The difficulty to determine who is in charge of certain creative decisions.
    – Directors and Producers’ mixed approach to pre and post visualization.
    – The lack of consistency and resources between pre, mid and post production.
    – A lack of consistency throughout pipelines, mainly due to the impact of new technologies.

    Most of the time, this translates into a very costly, “brute-force” solution workflow. Which, in its own, destabilize any reasonable software production schemes that Studios are willing to invest into.
    While a collection of good stable software it’s a fair base for any visual effects venture, I firmly believe that to defy these challenges the core of any VFX pipeline should be a software agnostic one.

    All CG elements should be able to be translated effortlessly across tools, independently from their original disciplines’ unique requirements.
    And, more than the compartmentalized organization used in other markets, the key structure of this pipeline should focus on the flow of data and the quality of the inventory.
    The rest is important, but not essential.

    By achieving such a system, the work environment would prove to:
    . Be flexible enough to maintain integrity across platforms and departments.
    . Allow modifications to the software infrastructure without affecting deliverables.
    . Accept various in house and external content.
    . And deliver quality without jeopardizing speed.

    Overall and independently from the approach, the support of flow of data and of inventory quality is for me a critical element that would help any production survive under the majority of modern, commercial delivery stress requirements.
    This framework would help maintaining productivity stable even with continuous changes in a feature’s vision and objectives.

    Finally, it would help training the modern VFX artist not to rely on those unique tools or solutions which are software centric and bound to expiry when new technology arises. Thus keeping skills and talent always applicable to the task at hand, to the long lasting benefit of the production studio.

    To support such a mechanism, facilities should consider researching and investing into :
    . A stable, software independent, browser based, asset and shot manager.
    . A solid look development structure.
    . A software independent, script based, rendering management solution.

    And an asset living in this environment should sport basic qualities such as:
    . being version-able
    . being hash-able
    . being track-able
    . being verbose
    . being software and hierarchic relation agnostic
    . being self-contained
    . supporting expandable qualities
    . supporting temporally and shading stable procedural decimation

    ————————————————————-

    – Can you give a word of inspiration to those who wish to participate as VFX artist

    If anyone is willing to notice it or not, the vast majority of top grossing movies coming out every year are now filled with special effects created by a new wave of craftsmen who share their talent all around the world.

    We are living in a period where the new DaVincis, Botticellis and Galileos live their life, comfortably seating in front of a computer. Creating a new art form which converts ones and zeros into a visually pleasing virtual reality. All this while offering their artistry away from language, race and belief barriers.

    The knowledge required to achieve such a task is still a mix of an incredible amount of disciplines.

    From biology and zoology, to physics and mathematics. From sculpting to painting. From astronomy to molecular chemistry.

    It is an incredible opportunity to have a working career, learning about all aspects of life, while creating a new Suspension Of Disbelief

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  • Processing – a flexible software sketchbook

    https://processing.org/

     

    Processing is a flexible software sketchbook and a language for learning how to code within the context of the visual arts. Since 2001, Processing has promoted software literacy within the visual arts and visual literacy within technology. There are tens of thousands of students, artists, designers, researchers, and hobbyists who use Processing for learning and prototyping.

     

    » Free to download and open source
    » Interactive programs with 2D, 3D or PDF output
    » OpenGL integration for accelerated 2D and 3D
    » For GNU/Linux, Mac OS X, Windows, Android, and ARM
    » Over 100 libraries extend the core software

     

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  • 5 Thought Experiments That Will Melt Your Brain

    https://medium.com/pcmag-access/5-thought-experiments-that-will-melt-your-brain-bb5ab7c7fe3c#.ikhd2rsvq

     

    1- the basic concept of the “Swampman” thought experiment posited by the philosopher Donald Davidson in the late-1980s. In this experiment a man is traveling through a swamp and killed by a bolt of lightning, but — by sheer chance — another bolt of lightning strikes a nearby swamp and rearranges all the organic particles to create an exact replica (including all the memories and such) of the man who was killed. The new Swampman wakes up and lives the rest of the deceased man’s life.

     

    2- Achilles and the tortoise are racing at constant speeds: Very fast and very slow, respectively. At some point in the race, Achilles reaches the tortoise’s original starting point. But in the time it took Achilles to get there, the tortoise has moved forward. So, then Achilles’s next task would be to make up the new gap between himself and the tortoise, however by the time he did that, the tortoise would have again moved forward by some smaller amount. The process then repeats itself again and again. Achilles is always faced with a new (if smaller) gap to overcome. The takeaway: The great Achilles loses a race to a big dumb lumbering tortoise and no deficit is ever surmountable.

     

    3- let’s say you just froze time at some point along an arrow’s trajectory . At that particular instant, the arrow is suspended in space in a single location. In any one instant of time, no motion is occurring. The arrow can only be in one place or the other and never in-between. So, how does it get from one instant to another if there is never a moment when it is in between the two places?

     

    4- the question at hand is would a blind person who learned to distinguish basic shapes by touch be able to distinguish those objects when he suddenly received the power of sight? In other words, does information from one sensation translate to another, or do we associate them only in our minds?

     

    https://news.psu.edu/story/141360/2006/04/17/research/probing-question-if-blind-person-gained-sight-could-they-recognize

     

    5- You are on a bridge overlooking a set of trolley tracks and you notice that five people have been tied down to the tracks by a devious (and presumably moustache-twirling) villain. Then you see an out-of-control trolley barreling down the tracks that will certainly kill the unfortunate people unless someone intervenes. you realize that you are sharing your bridge with a gigantic fat man, who — if you were to push him in front of the trolley — would have enough girth to stop the trolley and save the five bound people, though he will certainly be killed.You are now faced with the following options: 1) Do nothing and the five people will die, or 2) Push the fat man in front of the trolley and sacrifice him for the five people. In either scenario, are you at all culpable in these innocent people’s deaths? Should the law make any distinction?
     

  • 4 Timeless Ways to Boost Your Intelligence

    http://www.pickthebrain.com/blog/4-timeless-ways-boost-intelligence/

    Factors that affect our growth.

    a- The environment we choose This is the classic Nature vs Nurture debate. Nature: our genetic makeup. Nurture: the environmental factors which influence our development. Turns out it is not so much Nature vs. Nurture as it is Nature and Nurture

    b- The mindset we choose What about when things do happen in our environment, which we have no control over? It comes down to our mindset. Embracing challenges Persisting in the face of setbacks Viewing effort as the path to mastery Learning from criticism Finding lessons and inspiration in the success of others

    so… 4 Simple Ways To Get Smarter:

    1. Challenge Yourself

    2. Read Smarter

    3. Hang Out With People Who Are Smarter Than You

    4. Become An Idea Machine

  • What is the purpose of the Universe? Here is one possible answer – Cosmological Natural Selection

    http://io9.gizmodo.com/5981472/what-is-the-purpose-of-the-universe-here-is-one-possible-answer

    Well, it just so happens that there is a theory that gives a kind of raison d’etre to our universe and all the objects flying through it. If true, it would mean that our universe is nothing more than a black hole generator, or a means to produce as many baby universes as possible. To learn more, we spoke to the man who came up with the idea.

    It’s called the theory of Cosmological Natural Selection and it was conjured by Lee Smolin a researcher at the Perimeter Institute for Theoretical Physics and and an adjunct professor of physics at the University of Waterloo. Smolin proposed that Darwinian processes still apply at the extreme macro-scale and to non-biological entities. Because the universe is a potentially replicative unit, he suggests that it’s subject to selectional pressures. Consequently, nearly everything the universe does is geared toward replication.

  • Life advice upon turning age 30 from the president of YCombinator

    http://qz.com/394713/life-advice-upon-turning-age-30-from-the-president-of-y-combinator/

    Short version:

    1) Never put your family, friends, or significant other low on your priority list.

    2) Life is not a dress rehearsal—this is probably it.

    3) How to succeed: pick the right thing to do

    4) On work: it’s difficult to do a great job on work you don’t care about.

    5) On money: Whether or not money can buy happiness, it can buy freedom, and that’s a big deal.

    6) Talk to people more.

    7) Don’t waste time.

    8) Don’t let yourself get pushed around.

    9) Have clear goals for yourself every day, every year, and every decade.

    10) However, as valuable as planning is, if a great opportunity comes along you should take it.

    11) Go out of your way to be around smart, interesting, ambitious people.

    12) Minimize your own cognitive load from distracting things that don’t really matter.

    13) Keep your personal burn rate low.

    14) Summers are the best.

    15) Don’t worry so much.

    16) Ask for what you want.

    17) If you think you’re going to regret not doing something, you should probably do it.

    18) Exercise. Eat well. Sleep.

    19) Go out of your way to help people.

    20) Youth is a really great thing.

    21) Tell your parents you love them more often.

    22) This too shall pass.

    23) Learn voraciously.

    24) Do new things often.

    25) Remember how intensely you loved your boyfriend/girlfriend when you were a teenager? Love him/her that intensely now.

    26) Don’t screw people and don’t burn bridges.

    27) Forgive people.

    28) Don’t chase status.

    29) Most things are ok in moderation.

    30) Existential angst is part of life.

    31) Be grateful and keep problems in perspective.

    32) Be a doer, not a talker.

    33) Given enough time, it is possible to adjust to almost anything, good or bad.

    34) Think for a few seconds before you act. Think for a few minutes if you’re angry.

    35) Don’t judge other people too quickly.

    36) The days are long but the decades are short.

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