Daily Archives: July 5, 2016

Cyberpunk Blog

Posted: July 5, 2016 at 11:44 pm

If you havent seen it yet, heres a link to a very insightful behind-the-scenes material showing all the details and nuances that went into making of the Cyberpunk 2077 debut teaser trailer.

Jan17

City lights, fog, strangers passing by Watch Mike Pondsmith, the creator of the pen-and-paper RPG Cyberpunk 2020 and learn about his inspirations for creating a dystopian metropolis of Night City.

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Jan14

The long-awaited video for Cyberpunk 2077 has finally arrived! You can watch it here in all its glory.

Jan11

Two weeks ago we asked you to share with us your favourite CyberPunk dish.The response was excellent, and there were some succulently lengthy posts. Read more

Dec7

Here at CD Projekt Red we are inspired by many different types of games, not only cyberpunk games. And INSPIRED is the key word here. Taking one feature from game A, another from game B and yet another from game C doesnt mean that final product will be a game of A+B+C quality. There is actually a high chance that if the process of adapting features wasnt done carefully or mixed properly, then the final game will be a disaster the sum of a bunch of things that do not work well together. And no one want to end up with Cyberpunk game like that, right?

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Nov30

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Cyberpunk Blog

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Evolution (2001) – IMDb

Posted: at 11:43 pm

Thousands of movies $8.99/mo Start your 30-day free trial now See all photos Cast & Crew Top Billed Cast Full cast Director: Ivan Reitman Writers: Don Jakoby (story), David Diamond (screenplay), David Weissman (screenplay), Don Jakoby (screenplay) All Cast & Crew Did You Know? Trivia

The placement of the element selenium in Head and Shoulders shampoo is technically correct. Though regular Head and Shoulders shampoo does not have any of the element, Head and Shoulders Intensive Treatment Shampoo actually does consist of ... ...

Wayne Grey: Despite all the warnings, she was smoking in bed, fell asleep. Bad move. Wayne Grey: And the fire begins. Showtime! Wayne Grey: Don't worry, ma'am, I'm here to save you! Wayne Grey: Keep those people back! This is an emergency! Wayne Grey: Don't you dare die on me! Breathe, dammit, breathe! She's...

(at around 4 mins) In the opening sequence, when Wayne runs from the meteor about to hit the ground, he isn't wearing his fireman's jacket. When he is shown with his back to the camera looking at the explosion, he is wearing a jacket.

English

$13,408,351 (USA) (8 June 2001)

$38,311,134 (USA) (17 August 2001)

16 June 2016 8:12 AM, -05:00 |JoBlo.com Orlando Jones & Demore Barnes join Starz's American Gods series

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What is virtual reality? – A simple introduction

Posted: at 11:42 pm

by Chris Woodford. Last updated: May 27, 2015.

You'll probably never go to Mars, swim with dolphins, run an Olympic 100 meters, or sing onstage with the Rolling Stones. But if virtual reality ever lives up to its promise, you might be able to do all these thingsand many morewithout even leaving your home. Unlike real reality (the actual world in which we live), virtual reality means simulating bits of our world (or completely imaginary worlds) using high-performance computers and sensory equipment, like headsets and gloves. Apart from games and entertainment, it's long been used for training airline pilots and surgeons and for helping scientists to figure out complex problems such as the structure of protein molecules. How does it work? Let's take a closer look!

Photo: Virtual reality means blocking yourself off from the real world and substituting a computer-generated alternative. Often, it involves wearing a wraparound headset called a head-mounted display, clamping stereo headphones over your ears, and touching or feeling your way around your imaginary home using datagloves (gloves with built-in sensors). Picture by Wade Sisler courtesy of NASA Ames Research Center.

Virtual reality (VR) means experiencing things through our computers that don't really exist. From that simple definition, the idea doesn't sound especially new. When you look at an amazing Canaletto painting, for example, you're experiencing the sites and sounds of Italy as it was about 250 years agoso that's a kind of virtual reality. In the same way, if you listen to ambient instrumental or classical music with your eyes closed, and start dreaming about things, isn't that an example of virtual realityan experience of a world that doesn't really exist? What about losing yourself in a book or a movie? Surely that's a kind of virtual reality?

If we're going to understand why books, movies, paintings, and pieces of music aren't the same thing as virtual reality, we need to define VR fairly clearly. For the purposes of this simple, introductory article, I'm going to define it as:

Putting it another way, virtual reality is essentially:

Artwork: This Canaletto painting of Venice, Italy is believable and in some sense explorable (you can move your eyes around and think about different parts of the picture), but it's not interactive, computer-generated, or immersive, so it doesn't meet our definition of virtual reality: looking at this picture is not like being there. There's nothing to stop us making an explorable equivalent in VR, but we need CGInot oil paintsto do it. Picture courtesy of Wikimedia Commons.

We can see from this why reading a book, looking at a painting, listening to a classical symphony, or watching a movie don't qualify as virtual reality. All of them offer partial glimpses of another reality, but none are interactive, explorable, or fully believable. If you're sitting in a movie theater looking at a giant picture of Mars on the screen, and you suddenly turn your head too far, you'll see and remember that you're actually on Earth and the illusion will disappear. If you see something interesting on the screen, you can't reach out and touch it or walk towards it; again, the illusion will simply disappear. So these forms of entertainment are essentially passive: however plausible they might be, they don't actively engage you in any way.

VR is quite different. It makes you think you are actually living inside a completely believable virtual world (one in which, to use the technical jargon, you are partly or fully immersed). It is two-way interactive: as you respond to what you see, what you see responds to you: if you turn your head around, what you see or hear in VR changes to match your new perspective.

"Virtual reality" has often been used as a marketing buzzword for compelling, interactive video games or even 3D movies and television programs, none of which really count as VR because they don't immerse you either fully or partially in a virtual world. Search for "virtual reality" in your cellphone app store and you'll find hundreds of hits, even though a tiny cellphone screen could never get anywhere near producing the convincing experience of VR. Nevertheless, things like interactive games and computer simulations would certainly meet parts of our definition up above, so there's clearly more than one approach to building virtual worldsand more than one flavor of virtual reality. Here are a few of the bigger variations:

For the complete VR experience, we need three things. First, a plausible, and richly detailed virtual world to explore; a computer model or simulation, in other words. Second, a powerful computer that can detect what we're going and adjust our experience accordingly, in real time (so what we see or hear changes as fast as we movejust like in real reality). Third, hardware linked to the computer that fully immerses us in the virtual world as we roam around. Usually, we'd need to put on what's called a head-mounted display (HMD) with two screens and stereo sound, and wear one or more sensory gloves. Alternatively, we could move around inside a room, fitted out with surround-sound loudspeakers, onto which changing images are projected from outside. We'll explore VR equipment in more detail in a moment.

A highly realistic flight simulator on a home PC might qualify as nonimmersive virtual reality, especially if it uses a very wide screen, with headphones or surround sound, and a realistic joystick and other controls. Not everyone wants or needs to be fully immersed in an alternative reality. An architect might build a detailed 3D model of a new building to show to clients that can be explored on a desktop computer by moving a mouse. Most people would classify that as a kind of virtual reality, even if it doesn't fully immerse you. In the same way, computer archaeologists often create engaging 3D reconstructions of long-lost settlements that you can move around and explore. They don't take you back hundreds or thousands of years or create the sounds, smells, and tastes of prehistory, but they give a much richer experience than a few pastel drawings or even an animated movie.

What about "virtual world" games like Second Life and Minecraft? Do they count as virtual reality? Although they meet the first four of our criteria (believable, interactive, computer-created and explorable), they don't really meet the fifth: they don't fully immerse you. But one thing they do offer that cutting-edge VR typically doesn't is collaboration: the idea of sharing an experience in a virtual world with other people, often in real time or something very close to it. Collaboration and sharing are likely to become increasingly important features of VR in future.

Virtual reality was one of the hottest, fastest-growing technologies in the late 1980s and early 1990s, but the rapid rise of the World Wide Web largely killed off interest after that. Even though computer scientists developed a way of building virtual worlds on the Web (using a technology analogous to HTML called Virtual Reality Markup Language, VRML), ordinary people were much more interested in the way the Web gave them new ways to access real realitynew ways to find and publish information, shop, and share thoughts, ideas, and experiences with friends through social media. With Facebook's growing interest in the technology, the future of VR seems likely to be both Web-based and collaborative.

Mobile devices like smartphones and tablets have put what used to be supercomputer power in our hands and pockets. If we're wandering round the world, maybe visiting a heritage site like the pyramids or a fascinating foreign city we've never been to before, what we want is typically not virtual reality but an enhanced experience of the exciting reality we can see in front of us. That's spawned the idea of augmented reality (AR), where, for example, you point your smartphone at a landmark or a striking building and interesting information about it pops up automatically. Augmented reality is all about connecting the real world we experience to the vast virtual world of information that we've collectively created on the Web. Neither of these worlds is virtual, but the idea of exploring and navigating the two simultaneously does, nevertheless, have things in common with virtual reality. For example, how can a mobile device figure out its precise location in the world? How do the things you see on the screen of your tablet change as you wander round a city? Technically, these problems are similar to the ones developers of VR systems have to solveso there are close links between AR and VR.

Photo: Augmented reality: A heads-up display, like this one used by the US Air Force, superimposes useful, computer-based information on top of the things you see with your own eyes. Picture by Major Chad E. Gibson courtesy of US Air Force.

Close your eyes and think of virtual reality and you probably picture something like our top photo: a geek wearing a wraparound headset (HMD) and datagloves, wired into a powerful workstation or supercomputer. What differentiates VR from an ordinary computer experience (using your PC to write an essay or play games) is the nature of the input and output. Where an ordinary computer uses things like a keyboard, mouse, or (more exotically) speech recognition for input, VR uses sensors that detect how your body is moving. And where a PC displays output on a screen (or a printer), VR uses two screens (one for each eye), stereo or surround-sound speakers, and maybe some forms of haptic (touch and body perception) feedback as well. Let's take a quick tour through some of the more common VR input and output devices.

There are two big differences between VR and looking at an ordinary computer screen: in VR, you see a 3D image that changes smoothly, in real-time, as you move your head. That's made possible by wearing a head-mounted display, which looks like a giant motorbike helmet or welding visor, but consists of two small screens (one in front of each eye), a blackout blindfold that blocks out all other light (eliminating distractions from the real world), and stereo headphones. The two screens display slightly different, stereoscopic images, creating a realistic 3D perspective of the virtual world. HMDs usually also have built-in accelerometers or position sensors so they can detect exactly how your head and body are moving (both position and orientationwhich way they're tilting or pointing) and adjust the picture accordingly. The trouble with HMDs is that they're quite heavy, so they can be tiring to wear for long periods; some of the really heavy ones are even mounted on stands with counterweights.

Photo: The view from inside. A typical HMD has two tiny screens that show different pictures to each of your eyes, so your brain produces a combined 3D (stereoscopic) image. Picture by courtesy of US Air Force.

An alternative to putting on an HMD is to sit or stand inside a room onto whose walls changing images are projected from outside. As you move in the room, the images change accordingly. Flight simulators use this technique, often with images of landscapes, cities, and airport approaches projected onto large screens positioned just outside a mockup of a cockpit. A famous 1990s VR experiment called CAVE (Cave Automatic Virtual Environment), developed at the University of Illinois by Thomas de Fanti, also worked this way. People moved around inside a large cube-shaped room with semi-transparent walls onto which stereo images were back-projected from outside. Although they didn't have to wear HMDs, they did need stereo glasses to experience full 3D perception.

See something amazing and your natural instinct is to reach out and touch iteven babies do that. So giving people the ability to handle virtual objects has always been a big part of VR. Usually, this is done using datagloves, which are ordinary gloves with sensors wired to the outside to detect hand and figure motions. One technical method of doing this uses fiber-optic cables stretched the length of each finger. Each cable has tiny cuts in it so, as you flex your fingers back and forth, more or less light escapes. A photocell at the end of the cable measures how much light reaches it and the computer uses this to figure out exactly what your fingers are doing. Other gloves use strain gauges, piezoelectric sensors, or electromechanical devices (such as potentiometers) to measure finger movements.

Photos: Left: EXOS datagloves produced by NASA in the 1990s had very intricate external sensors to detect finger movements with high precision. Picture courtesy of NASA Marshall Space Flight Center (NASA-MSFC). Right: This more elaborate EXOS glove had separate sensors on each finger segment, wired up to a single ribbon cable connected up to the main VR computer. Picture by Wade Sisler courtesy of NASA Ames Research Center.

Artwork: How a fiber-optic dataglove works. Each finger has a fiber-optic cable stretched along its length. (1) At one end of the finger, a light-emitting diode (LED) shines light into the cable. (2) Light rays shoot down the cable, bouncing off the sides. (3) There are tiny abrasions in the top of each fiber through which some of the rays escape. The more you flex your fingers, the more light escapes. (4) The amount of light arriving at a photocell at the end gives a rough indication of how much you're flexing your finger. (5) A cable carries this signal off to the VR computer. This is a simplified version of the kind of dataglove VPL patented in 1992, and you'll find the idea described in much more detail in US Patent 5,097,252.

Even simpler than a dataglove, a wand is a stick you can use to touch, point to, or otherwise interact with a virtual world. It has position or motion sensors (such as accelerometers) built in, along with mouse-like buttons or scroll wheels. Originally, wands were clumsily wired into the main VR computer; increasingly, they're wireless.

Photo: A typical handheld virtual reality controller (complete with elastic bands), looking not so different from a video game controller. Photo courtesy of NASA Ames Research Center.

VR has always suffered from the perception that it's little more than a glorified arcade gameliterally a "dreamy escape" from reality. In that sense, "virtual reality" can be an unhelpful misnomer; "alternative reality," "artificial reality," or "computer simulation" might be better terms. The key thing to remember about VR is that it really isn't a fad or fantasy waiting in the wings to whistle people off to alternative worlds; it's a hard-edged practical technology that's been routinely used by scientists, doctors, dentists, engineers, architects, archaeologists, and the military for about the last 30 years. What sorts of things can we do with it?

Difficult and dangerous jobs are hard to train for. How can you safely practice taking a trip to space, landing a jumbo jet, making a parachute jump, or carrying out brain surgery? All these things are obvious candidates for virtual reality applications. As we've seen already, flight cockpit simulators were among the earliest VR applications; they can trace their history back to mechanical simulators developed by Edwin Link in the 1920s. Just like pilots, surgeons are now routinely trained using VR. In a 2008 study of 735 surgical trainees from 28 different countries, 68 percent said the opportunity to train with VR was "good" or "excellent" for them and only 2 percent rated it useless or unsuitable.

Photo: Flight training is a classic application of virtual reality, though it doesn't use HMDs or datagloves. Instead, you sit in a pretend cockpit with changing images projected onto giant screens to give an impression of the view you'd see from your plane. The cockpit is a meticulous replica of the one in a real airplane with exactly the same instruments and controls. Photo by Javier Garcia courtesy of US Air Force.

Anything that happens at the atomic or molecular scale is effectively invisible unless you're prepared to sit with your eyes glued to an electron microscope. But suppose you want to design new materials or drugs and you want to experiment with the molecular equivalent of LEGO. That's another obvious application for virtual reality. Instead of wrestling with numbers, equations, or two-dimensional drawings of molecular structures, you can snap complex molecules together right before your eyes. This kind of work began in the 1960s at the University of North Carolina at Chapel Hill, where Frederick Brooks launched GROPE, a project to develop a VR system for exploring the interactions between protein molecules and drugs.

Photo: If you're heading to Mars, a trip in virtual reality could help you visualize what you'll find when you get there. Picture courtesy of NASA Ames Research Center.

Apart from its use in things like surgical training and drug design, virtual reality also makes possible telemedicine (monitoring, examining, or operating on patients remotely). A logical extension of this has a surgeon in one location hooked up to a virtual reality control panel and a robot in another location (maybe an entire continent away) wielding the knife. The best-known example of this is the daVinci surgical robot, released in 2009, of which several thousand have now been installed in hospitals worldwide. Introduce collaboration and there's the possibility of a whole group of the world's best surgeons working together on a particularly difficult operationa kind of WikiSurgery, if you like!

Architects used to build models out of card and paper; now they're much more likely to build virtual reality computer models you can walk through and explore. By the same token, it's generally much cheaper to design cars, airplanes, and other complex, expensive vehicles on a computer screen than to model them in wood, plastic, or other real-world materials. This is an area where virtual reality overlaps with computer modeling: instead of simply making an immersive 3D visual model for people to inspect and explore, you're creating a mathematical model that can be tested for its aerodynamic, safety, or other qualities.

From flight simulators to race-car games, VR has long hovered on the edges of the gaming worldnever quite good enough to revolutionize the experience of gamers, largely due to computers being too slow, displays lacking full 3D, and the lack of decent HMDs and datagloves. All that may be about to change with the development of affordable new peripherals like the Oculus Rift.

Like any technology, virtual reality has both good and bad points. How many of us would rather have a complex brain operation carried out by a surgeon trained in VR, compared to someone who has merely read books or watched over the shoulders of their peers? How many of us would rather practice our driving on a car simulator before we set foot on the road? Or sit back and relax in a Jumbo Jet, confident in the knowledge that our pilot practiced landing at this very airport, dozens of times, in a VR simulator before she ever set foot in a real cockpit?

Critics always raise the risk that people may be seduced by alternative realities to the point of neglecting their real-world livesbut that criticism has been leveled at everything from radio and TV to computer games and the Internet. And, at some point, it becomes a philosophical and ethical question: What is real anyway? And who is to say which is the better way to pass your time? Like many technologies, VR takes little or nothing away from the real world: you don't have to use it if you don't want to.

The promise of VR has loomed large over the world of computing for at least the last quarter centurybut remains largely unfulfilled. While science, architecture, medicine, and the military all rely on VR technology in different ways, mainstream adoption remains virtually nonexistent; we're not routinely using VR the way we use computers, smartphones, or the Internet. But the 2014 acquisition of VR company Oculus, by Facebook, greatly renewed interest in the area and could change everything. Facebook's basic idea is to let people share things with their friends using the Internet and the Web. What if you could share not simply a photo or a link to a Web article but an entire experience? Instead of sharing photos of your wedding with your Facebook friends, what if you could make it possible for people to attend your wedding remotely, in virtual reality, in perpetuity? What if we could record historical events in such a way that people could experience them again and again, forever more? These are the sorts of social, collaborative virtual reality sharing that (we might guess) Facebook is thinking about exploring right now. If so, the future of virtual reality looks very bright indeed!

So much for the future, but what of the past. Virtual reality has a long and very rich history. Here are a few of the more interesting highlights...

Artwork: The first virtual reality machine? Morton Heilig's 1962 Sensorama. Picture courtesy US Patent and Trademark Office.

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Intro to Artificial Intelligence Course and Training Online …

Posted: at 11:42 pm

Featured Celebrate our 5th birthday with a 55% discount! Enroll through this link by 7/10/16 & the discount will automatically apply.

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Artificial Intelligence (AI) is a field that has a long history but is still constantly and actively growing and changing. In this course, youll learn the basics of modern AI as well as some of the representative applications of AI. Along the way, we also hope to excite you about the numerous applications and huge possibilities in the field of AI, which continues to expand human capability beyond our imagination.

Note: Parts of this course are featured in the Machine Learning Engineer Nanodegree and the Data Analyst Nanodegree programs. If you are interested in AI, be sure to check out those programs as well!

Artificial Intelligence (AI) technology is increasingly prevalent in our everyday lives. It has uses in a variety of industries from gaming, journalism/media, to finance, as well as in the state-of-the-art research fields from robotics, medical diagnosis, and quantum science. In this course youll learn the basics and applications of AI, including: machine learning, probabilistic reasoning, robotics, computer vision, and natural language processing.

Some of the topics in Introduction to Artificial Intelligence will build on probability theory and linear algebra. You should have understanding of probability theory comparable to that covered in our Intro to Statistics course.

See the Technology Requirements for using Udacity.

Peter Norvig is Director of Research at Google Inc. He is also a Fellow of the American Association for Artificial Intelligence and the Association for Computing Machinery. Norvig is co-author of the popular textbook Artificial Intelligence: A Modern Approach. Prior to joining Google he was the head of the Computation Sciences Division at NASA Ames Research Center.

Sebastian Thrun is a Research Professor of Computer Science at Stanford University, a Google Fellow, a member of the National Academy of Engineering and the German Academy of Sciences. Thrun is best known for his research in robotics and machine learning, specifically his work with self-driving cars.

This class is self paced. You can begin whenever you like and then follow your own pace. Its a good idea to set goals for yourself to make sure you stick with the course.

This class will always be available!

Take a look at the Class Summary, What Should I Know, and What Will I Learn sections above. If you want to know more, just enroll in the course and start exploring.

Yes! The point is for you to learn what YOU need (or want) to learn. If you already know something, feel free to skip ahead. If you ever find that youre confused, you can always go back and watch something that you skipped.

Its completely free! If youre feeling generous, we would love to have you contribute your thoughts, questions, and answers to the course discussion forum.

Collaboration is a great way to learn. You should do it! The key is to use collaboration as a way to enhance learning, not as a way of sharing answers without understanding them.

Udacity classes are a little different from traditional courses. We intersperse our video segments with interactive questions. There are many reasons for including these questions: to get you thinking, to check your understanding, for fun, etc... But really, they are there to help you learn. They are NOT there to evaluate your intelligence, so try not to let them stress you out.

Learn actively! You will retain more of what you learn if you take notes, draw diagrams, make notecards, and actively try to make sense of the material.

Nanodegree is a trademark of Udacity 20112016 Udacity, Inc.

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Resource Based Economy | The Future We Want

Posted: at 11:39 pm

Solution Description

Modern society has access to highly advanced technology and can make available food, clothing, housing and medical care; update our educational system; and develop a limitless supply of renewable, non-contaminating energy. By supplying an efficiently designed economy, everyone can enjoy a very high standard of living with all of the amenities of a high technological society. The term and meaning of a Resource Based Economy was originated by Jacque Fresco. It is a whole factor socio-economic system in which all goods and services are available without the use of money, credits, barter or any other system of debt or servitude. All resources become the common heritage of all of the inhabitants, not just a select few. The premise upon which this system is based is that the Earth is abundant with plentiful resource; our practice of rationing resources through monetary methods is irrelevant and counter productive to our survival. In a resource-based economy all of the world's resources are held as the common heritage of all of Earth's people, thus eventually outgrowing the need for the artificial boundaries that separate people. This is the unifying imperative. Our vision of globalization empowers each and every person on the planet to be the best they can be, not to live in abject subjugation to a corporate governing body.

A resource-based economy would utilize existing resources from the land and sea, physical equipment, industrial plants, etc. to enhance the lives of the total population. In an economy based on resources rather than money, we could easily produce all of the necessities of life, provide a high standard of living for all, universal health care and more relevant education, and most of all by generating a new incentive system based on human and environmental concern. Our vision of globalization empowers each and every person on the planet to be the best they can be, not to live in abject subjugation to a corporate governing body. Our proposals would not only add to the well being of people, but they would also provide the necessary information that would enable them to participate in any area of their competence. The measure of success would be based on the fulfilment of one's individual pursuits rather than the acquisition of wealth, property and power. By overcoming scarcity, most of the crimes and even the prisons of today's society would no longer be necessary. In a more humane civilization, instead of machines displacing people they would shorten the workday, increase the availability of goods and services, and lengthen vacation time. If we utilize new technology to raise the standard of living for all people, then the infusion of machine technology would no longer be a threat. With the elimination of debt, the fear of losing one's job will no longer be a threat. This assurance could reduce mental and physical stress and leave us free to explore our abilities.

A resource-based economy would make it possible to use technology to overcome scarce resources by applying renewable sources of energy, computerizing and automating manufacturing and inventory, designing safe energy-efficient cities and advanced transportation systems. There is no profit, there is no PIB. The main figures in an Resource Based Economy are right the resources of the earth, so it is directly relevant to our sustainable activities. Technology intelligently and efficiently applied, conserves energy, reduces waste, and provides more leisure time. With automated inventory on a global scale, we can maintain a balance between production and distribution. Only nutritious and healthy food would be available and planned obsolescence would be unnecessary and non-existent in a resource-based economy. Considerable amounts of energy would also be saved by eliminating the duplication of competitive products such as tools, eating utensils, pots, pans and vacuum cleaners.

At present, we have enough material resources to provide a very high standard of living for all of Earth's inhabitants. Only when population exceeds the carrying capacity of the land do many problems such as greed, crime and violence emerge. The thought of eliminating money still troubles us, consider this: If a group of people with gold, diamonds and money were stranded on an island that had no resources such as food, clean air and water, their wealth would be irrelevant to their survival. It is only when resources are scarce that money can be used to control their distribution. One could not, for example, sell the air we breathe or water abundantly flowing down from a mountain stream. Although air and water are valuable, in abundance they cannot be sold. Money is only important in a society when certain resources for survival must be rationed and the people accept money as an exchange medium for the scarce resources. Money is a social convention, an agreement if you will. It is neither a natural resource nor does it represent one. It is not necessary for survival unless we have been conditioned to accept it as such.

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The Venus Project

Posted: at 11:39 pm

What is The Venus Project?

The Venus Project is an organization that proposes a feasible plan of action for social change, one that works towards a peaceful and sustainable global civilization. It outlines an alternative []

The plans of The Venus Project offer society a broader spectrum of choices based on the scientific possibilities directed toward a new era of peace and sustainability for all. Through []

Global problems faced by mankind today are impacting individuals and nations rapidly. Climate change, famine, war, epidemics of deadly diseases and environmental pollution contribute to the long list of global []

The history of The Venus Project offers a unique perspective into Jacque Frescos life. From the early years when he worked at Wright Field to the time he and his []

Visit Jacque Fresco and Roxanne Meadows live at the Research Center in Florida.

Participate in a Seminar lecture and go on a tour around the research center.

Get together with Jacque and Roxanne and get all your questions about The Venus Project and a Resource Based Economy answered.

There are many ways to help The Venus Project. First and foremost is to become aware of this new direction and learn about it as much as you can.

Later you can become a volunteer and help to spread the word and take part in official projects.

Donations to our cause are also very much appreciated.

2016 The Venus Project | All rights reserved unless otherwise noted.

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The Venus Project

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FAQ | The Seasteading Institute

Posted: at 11:38 pm

Piracy gets a lot of reports in the press and is featured in movies, but its a relatively rare phenomenon when compared to land-based crime. According to the State of Maritime Piracy 2013 Report published by Oceans Beyond Piracy (OBP), a project of the One Earth Future Foundation, a privately funded non-profit organization:

In East Africa, Somali pirates attacked 23 vessels in 2013, of which 4 were successful.

In the Gulf of Guinea off Western Africa, 100 vessels were attacked, with 56 successful.

In the entire Indian Ocean, 145 suspicious approaches, were reported with 8 exchanging fire.

Dryad Maritime Intelligence, a maritime operations company, confirms that no vessel has ever been hijacked with an armed security team on board. Seacurus, a marine insurance broker willing to pay kidnapping ransoms, says they cut insurance costs by up to 75 percent if ships employ private armed guards. Roughly two-thirds of ships carry private armed security personnel.

Pirates typically lurk offshore of unstable regions in the world, such as the Horn of Africa, the Gulf of Guinea, or between the 17,500 islands of Indonesia. Much has been made of the live global piracy map provided by the Commercial Crime Services, showing all piracy and armed robbery incidents reported in a year. But it doesnt look as bad as the Spotcrime maps of the major city where the Seasteading Institute is located. These reveal scattered crime, mostly concentrated in bad neighborhoods, with a small percentage involving violence. When a global piracy map covering two-thirds of the earths surface cant accumulate as many incidents as Spotcrime maps of American cities, we know were in relatively safe territory.

If danger within Pakistan, Iran, Yemen, and Somalia doesnt make us fear all land everywhere, then danger off their coasts shouldnt cause us to fear all oceans everywhere.

There are larger organized criminal groups involved in piracy that capture entire ships and their goods (often worth tens of millions of dollars). These groups have even been known to use forged documents to obtain a new load of cargo from legitimate shippers, and then steal it. It is worth noting that these groups specifically target container ships. This is not at all surprising, given that container ships only have a few crew and vast amounts of nicely boxed cargo. A cruise ship has fewer marketable goods, and many more people to handle. A cruise ship might have 100 times more passengers and crew per dollar of movable cargo than a container ship. A simple cost/benefit analysis suggests why pirates tend to focus on the latter.

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FAQ | The Seasteading Institute

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National Human Genome Research Institute

Posted: at 11:30 pm

The Genomics Landscape The Power of Model Organisms for Studying Rare Diseases In this issue of The Genomics Landscape, we feature the use of model organisms to explore the function of genes implicated in human disease. This month's issue also highlights a recently completed webinar series to help professionals in the health insurance industry understand genetic testing, new funding for training in genomic medicine research, and NHGRI's Genome Statute and Legislation Database. Read more New training grants prime doctors to tackle genomic medicine The practice of medicine is expensive and doesn't fit in a one-hour time frame. Tests can only eliminate one diagnosis at a time. Questioning and family history can help a doctor arrive at the correct diagnosis, but even with the information gathered upfront, there are a huge number of tests to consider, and many tests may still be needed. Training doctors to use genomic sequencing is a powerful solution to the challenges facing today's medical practice. Read more One little fish hooks genome researchers with its versatility Modern molecular biology and the genome of a tiny silver and black striped fish - the zebrafish - are making waves in genomics research. This tiny fish is a powerhouse tool that helps researchers better understand the genes that are implicated in disease. Here, at the National Human Genome Research Institute (NHGRI), researchers are working to advance human health by coupling the potential of this little fish with an institute-funded resource known as The Zebrafish Core. Read more New NIH studies seek adults and families affected by sickle cell disease/trait People with sickle cell disease (SCD) can experience excruciating pain, kidney problems, a higher risk of stroke and, in rare cases, chronic leg ulcers. Little is known about why the severity of these symptoms varies throughout a lifetime or why these symptoms differ from person to person. NHGRI researchers are seeking help from people affected by SCD to find the factors - environmental, social and genetic - that impact the severity of the symptoms. Read more Video now available The Genomic Landscape of Breast Cancer in Women of African Ancestry On June 7, Olufunmilayo I. Olopade, M.D., F.A.C.P., presented The Genomic Landscape of Breast Cancer in Women of African Ancestry, the final lecture in the 2016 Genomics and Health Disparities Lecture Series. Dr. Olufunmilayo is director of the Center for Clinical Cancer Genetics at the University of Chicago School of Medicine. She is an expert in cancer risk assessment and treatment for aggressive forms of breast cancer. Watch video | Read about the series

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National Human Genome Research Institute

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Ayn Rand Institute eStore : Ayn Rand

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The first volume to offer a comprehensive scholarly treatment of Rands entire corpus (including her novels, her philosophical essays, and her analysis of the events of her times), this Companion provides vital orientation and context for scholars and educated readers grappling with a controversial and understudied thinker whose enduring influence on American (and...See More

The Atlas Shrugged app contains the novel and a selection of manuscript pages; notes from Ayn Rands journals; video and audio excerpts from her talks; information about her life and major works; and a photo gallery. Readers can share quotes from the novel in social media and take a quiz to test their knowledge of the book.

As part of their celebration of the 50th anniversary of the first Playboy Interview, the editors of Playboy have republished their interview with Ayn Rand, from the March 1964 issue. (Kindle Edition)

Ayn Rand was an American novelist, philosopher, playwright, and screenwriter. She is known for her two best-selling novels, The Fountainhead and Atlas Shrugged, and for developing a philosophical system known as Objectivism.

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Ayn Rand Institute eStore : Ayn Rand

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Ayn Rand Quotes – The Quotations Page

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Read books online at our other site: The Literature Page Showing quotations 1 to 15 of 15 total - We have 3 book reviews related to Ayn Rand. Guilt is a rope that wears thin. Ayn Rand Happiness is that state of consciousness which proceeds from the achievement of one's values. Ayn Rand Learn to value yourself, which means: to fight for your happiness. Ayn Rand Thanksgiving is a typically American holiday...The lavish meal is a symbol of the fact that abundant consumption is the result and reward of production. Ayn Rand The upper classes are... a nation's past; the middle class is its future. Ayn Rand I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction. Ayn Rand, Anthem, 1946 I swear by my life and my love of it that I will never live for the sake of another man, nor ask another man to live for mine. Ayn Rand, Atlas Shrugged Pride is the recognition of the fact that you are your own highest value and, like all of mans values, it has to be earned. Ayn Rand, Atlas Shrugged Rationality is the recognition of the fact that nothing can alter the truth and nothing can take precedence over that act of perceiving it. Ayn Rand, Atlas Shrugged That which you call your soul or spirit is your consciousness, and that which you call 'free will' is your mind's freedom to think or not, the only will you have, your only freedom, the choice that controls all the choices you make and determines your life and your character. Ayn Rand, Atlas Shrugged Until and unless you discover that money is the root of all good, you ask for your own destruction. When money ceases to become the means by which men deal with one another, then men become the tools of other men. Blood, whips and guns--or dollars. Take your choice--there is no other. Ayn Rand, Atlas Shrugged It is not advisable, James, to venture unsolicited opinions. You should spare yourself the embarrassing discovery of their exact value to your listener. Ayn Rand, Atlas Shrugged, 1957 The evil of the world is made possible by nothing but the sanction you give it. Ayn Rand, Atlas Shrugged, 1957 The spread of evil is the symptom of a vacuum. whenever evil wins, it is only by default: by the moral failure of those who evade the fact that there can be no compromise on basic principles. Ayn Rand, Capitalism: The Unknown Ideal, 1966 The Argument from Intimidation is a confession of intellectual impotence. Ayn Rand, The Virtue of Selfishness, 1964

- 30 Quotations in other collections - We have 3 book reviews related to Ayn Rand. - Search for Ayn Rand at Amazon.com

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Ayn Rand Quotes - The Quotations Page

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