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School replaces smart phones with dumb phones – and students agree it’s better

School replaces smart phones with dumb phones – and students agree it’s better

Buxton Prep and Boarding School in Massachusetts has adopted a novel experiment: completely banning smart phones on campus (staff and students) and replacing them with very simple Light Phones. Light Phones are a model of “dumb” phone that can make normal calls, but everything else has very limited functionality. They use simple black and white screens, can only send texts very slowly, and can’t load any modern applications. This allows parents to still contact their children, but in ways that don’t cause distraction.

The interesting part: almost everyone agrees (staff and students) that the school is much better. There’s fewer interruptions during class and more meaningful interactions across the board.

The school cannot comment on academic performance changes because they use a narrative evaluation system, but Peter Beck, the head of the school, says the move has been transformative to school social life:

“People are engaging in the lounges. They are lingering after class to chat,” said Beck, who estimates that he’s now having more conversations than ever at the school. “All these face-to-face interactions, the frequency has gone through the roof.”

Ian Trombulak who tried a similar thing in another school says it’s not easy. It starts with what could almost be described as the 5 stages of grief. When his students learned that cellphones wouldn’t be allowed on a field trip, the news was ‘apocalyptic’

“They were so upset. They didn’t know how to handle themselves. I was really nervous,” said Trombulak, reliving the drama. But part way through the trip, the kids largely forgot about their phones. “At the end of the first day, sitting around the campfire, they said, ‘We didn’t think about our phones all day,’”  “That was really cool.”

As for Buxton school students, a similar experience was recounted by high school senior when they found out they would be losing their smart phones:

“When it was announced I practically had a breakdown,” said then senior Max Weeks. And while he’s still not a fan of what he says was a “unilateral” decision to switch to the Light Phone, he said, overall, the experience “hasn’t been as bad as I expected”.

It’s not just anecdotal either – there’s data behind it.

Contrary to those that hype technology in the classroom, Arnold Glass, a professor of psychology at Rutgers University who has researched the impact of cellphones on student performance say “[students] lose anywhere between a half and whole letter grade if they are allowed to consult their phones in class.”

Nicholas Carr (Pulitzer Prize winning technology writer) says that peer reviewed studies show the brain interprets printed and digital text differently. People generally read digital text 20-30% slower and reading hyper-linked text seems to increase the brain’s “cognitive load,” lowering the ability to process, store, and retain information.

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Finally Beating Tetris

Finally Beating Tetris

13-year-old boy named Willis Gibson/Blue Scuti just got the first NES Tetris kill screen (game crash) on level 157. A monumental accomplishment that was considered pretty much impossible. It was originally thought the kill screen was level 29 because the game speed up to the point where nobody thought actual play was possible. Well, it turns out by using hyper-tapping (invented by Thor Aackerlund), you can get past level 29 all the way to level 41. Rolling was invented by Cheez and got people up to level 148.

Along comes StackRabbit. StackRabbit is a automated Tetris playing bot that was created by Gregory Cannon. With the machine playing the game, they discovered there really was a kill screen on level 237. As people (HydrantDude) dug into the crash, they discovered the crash could happen on different levels because several different factors triggered the crash. HydrantDude discovered the earliest it could happen was level 155 – that was within reach of human players for the first time ever.

That’s what Willis/Blue Scuti just did on level 157. This was considered the very first human reached true kill screen.

But, as the video points out, there is always a new set of achievements. Because the kill screen depends on game conditions, it is still possible to go to even higher levels.

It’s been interesting to watch the record chasing in the NES version of Tetris. From new control techniques to reaching levels that people never thought possible.

Recreating famous scenes with CGI

Recreating famous scenes with CGI

Blender Guru walks us through how a modern CGI workflow would work for a scene everyone knows – the elevator scene in the Shining.

He breaks down all the tools and rendering tricks he uses as well as points out 3 key elements that most VFX artists get wrong and makes CGI workflows look bad: grain, focus, and levels.

He shows why CGI has gained so much traction. The cost for the practical effect version of the elevator scene would likely now run around $50,000-$100,000. The CGI version? $14,000-$20,000.

He needed about 6 days to re-build the CGI version of the scene and 4 days of rendering. He does a fantastic job showing off how modern workflows work.

Tools he used:

Motion capture artist

Motion capture artist

曦曦鱼SAKANA shows off some of amazing skills one needs to have if you’re a motion capture artist working for a video game. She seems to have mastered both male and female (and zombie!) walks along with lots of interesting and really unique kinds of swagger and variations.

One rail train – the self-balancing monorail from 1910

One rail train – the self-balancing monorail from 1910

Primal Space (which has some fantastic videos with 3D model recreations) shows us the innovative Brennan gyroscopic monorail designed in the early 1900s.

Louis Brennan wondered if he could help the spread of rail by making it half as expensive – needing only one rail instead of two rails. But how do you balance tons of train on one rail?

In the end, he designed a monorail that defied conventional limitations by balancing on a single rail, leaning into corners without external input, and remaining stable (no hunting oscillation) even when stationary by the use of 2 extremely clever interconnected gyroscopes.

What seems to have largely done in the idea is that each car in the train would need its own gyroscope motor and assembly. It makes me wonder if there would be a way to reduce that space requirement using an interconnected air system in modern train brake systems to power the gyroscopes. But it also would have the unfortunate problem of falling over if the gyroscopes stopped/malfunctioned/ran out of fuel or weren’t parked with supports. It also didn’t remove the problem of needing to design and acquire right-of-way to lay the tracks in the first place.

Still – it’s quite amazing to see this thing in action. All done before computers and mechanically.

Procedurally generated VR city

Procedurally generated VR city

Vuntra City is a procedural VR city generator in Unreal Engine 5 developed by a single person over the last few years. I know, I know. Procedurally generated content has got some serious shortcomings. Too many games with procedural content are just thinly veiled programmer art designed to fill spaces rather than be part of the experience.

The author actually does a great job recognizing those traditional limitations and attempts to fix them. Probably the best observations they make is not from the technical side, but the aesthetics side.

It turns out they have made an excellent solution with just some good observations and shockingly simple engineering solutions. As an engineer, I see far, far too many projects over-complicate things that could be done much more simply. Simplicity is how you know you’re on the right track. Complexity leads to tears.

After 2 years of experimenting, they have a really interesting solution. Check out the VuntraCity youtube channel to see vidoes of how they experimented with different techniques and solutions. I particularly liked how they used a normal old treemap layout to break up boring city grid structures. Combining it with a caching and pooled allocation system is nothing new; but was a good little optimization.

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‘The Day Before’ was exactly the disaster that was predicted

‘The Day Before’ was exactly the disaster that was predicted

“I’d have more fun hiding in a dumpster surrounded by actual zombies.”

If I had to pick a trend for the 2010’s, it’s that we seem to have a growing trend of delusional and outright manipulative entrepreneurial sociopaths that promise everything to get rich and use startup culture to carry it out.

In this case, it was the game “The Day Before”. It was the most hyped game in Steam history. The social media blitz by the strange founders Eduard and Aisen Gotovtsev was something out of a fairy tale. They were the hottest thing on gaming sites and took in millions of dollars from fans that ate up their claims and demo clips – even though experts were dubious from day one. As people started looking deeper, the story got stranger and stranger but the money and fans poured in. I wrote about how the whole thing seems like a scam. Sadly, it’s all come true.

KiraTV did epically good coverage of this strange pair and Fntastic studio that raised red flags from day one. But nobody seemed to care or heed the warnings. The two projected what I can only describe as a cult-like charisma. People forked over millions of dollars to a pretty much unknown and unproven pair with no track record. Their studio was equally strange – in which they seem to be grooming and manipulating young developers to work for them, apparently, for free.

As development went on and people expected updates on progress, the messaging from the developers became more and more strange. Industry vets asked questions and were given inconsistent and confusing answers; yet a very solid core of fans rabidly defended them despite all the experts calling for serious caution.

In the end, after 5 years of development, the game was released to terrible reviews, not delivering even a portion of the promised features at dramatically worse quality than all the demos showed. As people absorbed how bad the game was, Fntastic quick announced it was closing its doors because the game flopped. It was only on sale for 4 days before they announced the studio closure.

A few hours after the studio announced its closure, sales of The Day Before on Steam were halted. “The Day Before has failed financially, and we lack the funds to continue,” the studio said in a statement posted to Twitter. “All income received is being used to pay off debts to our partners.

Their response to countless gamers that were promised the moon and stars and paid for $40 early access? “Shit happens”

I smell a lawsuit. I HOPE there is a lawsuit. These creators clearly were mis-representing the game they were making, took people’s money, and then launched the game in some twisted attempt to show they didn’t just take the money and run.

What’s sad is that almost anyone could see this coming. The signs were all there. Yet, much like Bitcoin, it’s amazing how many people absolutely refused to believe the founders were psychological manipulators, ignored the continual warnings of industry experts, and that they were promising something that just could not be delivered the way they were making it (on the backs of naïve young developers they didn’t even appear to pay).

If you’re curious what one of the most hyped games in Steam history ended up looking like at launch, here’s the first 22 minutes:

Despite the highly publicized and ongoing wreck and knowing the game was pulled from the Steam store, people were paying $200-$400 for a Steam key for the game even AFTER it was pulled. Perhaps they want to own the gaming equivalent of the Fyre Festival?

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