Free Live Binary Options Charts

/r/reddevils 2020 Census Results

Thank you for taking part of the 2020 edition of /reddevils' census! We had 3,459 responses over the course of several days, and increase of .
Here are the results!
Age
With a year passing, it's understandable that our user base has also aged. What is interesting is that while last year 59.5% of the userbase indicated that they were 25 and younger, only 46.1% did so this year. Given that there was also a large increase in respondents for the "26-30" age group, it seems that we had a lot of 25 year old folks responding last year. Here is a chart showing the break out by age group and also an age distribution graph. I've included also a year-over-year comparison this year. These do not represent percent change but rather simple subtraction. For example, the 4.1% increase seen in the "26-30" age group comes from this year's "26-30" being 29.17% of this years census responses vs. only being 25.07% last year.
Conclusion? We're getting old folks.
Gender
As with every census we've run, /reddevils is overwhelmingly male. 96.2% of respondents indicated that they were male which translates to 3,328 out of the 3,459 responses. The number of ladies here increased greatly compared to last year with 72, up from 28 in 2019. 18 respondents declined to specify their gender while 41 responded with another gender.
Our resident Wookiees have increased in number to 3, up from 1 last year and in the 2012 census. 2 respondents responded as being Non-binary as well as 2 indicated that they were Olesexual. Each of the following received one response apiece: Coca Cola Can, Lockheed Martin F-35 Lightning II, Cube, Moderator, Divine Enlightened Energy Being, Two-Horned Rainbow Unicorn, Earthworm, Bisexual Leprechaun (who, surprisingly was not from Ireland but rather the Land Down Under), Absolute Chad, Anti-Virus, Attack Titan, Neymar, Ole-Wan Keaneobi, Parrot Lord, Frank Lampard, Optimus Prime, Potato, Slightly Under Ripe Kumquat, Gek (Geek?), Twin Engine Rafale Fighter Jet, Gender Is A Construct, Vulcan, Washing Machine, Wolfbrother, Juggernaut, Woolly Mammoth, Luke Shaw's Masculine Bottom, and Mail. There was also one respondent who deigned to use the "Other" option here to leave me a very rude message. Guess you can't please everyone.
Employment
Most of the reds are employed (75.3% across the Employed, Student Employed, and Self Employed categories), up from last years' 71.5%. Given the current state of the world, it is nice to see that most are still employed. Our student population has gone down, understadably, from 37.4% across the two student categories to 30.0%. A full breakdown of the year-over-year changes can be seen here. Our retirees increased in number from 1 last year to 11 this. Enjoy retirement sirs/madams.
Residence
As expected, the majority of /reddevils is UK or US based (25.85% and 25.93%, respectively). We have seen major changes this year, particularly in relation to Scandinavia, which saw the largest increase in percentage points year-over-year. I wonder what happened there.
If we're breaking it down by the regions I arbitrarily put into the census form, UK (England) is the clear winner for a second year running with 569 members reporting living in England and another 184 specifically saying they are in Manchester.
I received some feedback about covering large areas with a single region. This was largely driven by how few responses had come from these these regions historically. I'll include a few more next year but please do not expect me to list every one of the the 195 countries in the world. I've also received some feedback about not allowing any options for folks with family ties or had grown up in England/Manchester and had moved away. This will also be included in next years census.
Season TicketholdeMatches Attended
Overwhelmingly, most of us here are not season ticketholders (97.95%). We did see an increase in those who are, though it is fairly minor.
Most folks are unable to attend games as well. The number of fans who do go to many games (16+ per season) more than tripled from last year. You all are the real MVPs.
How long have you been following football/Manchester United?
Understandably, we don't have a whole lot of new fans. Interestingly enough though, we've had a large increase in folks who have started following football regularly in the last 1-3 years despite having followed United for longer than that. Putting on my tin foil hat, that at least makes me think we're more fun to watch these days.
How long have you been a subscriber to /reddevils and how do you usually access Reddit?
There are a lot of new-ish users with 63.6% reporting they have subscribed here for less than 3 years. We have a decent number of /reddevils veterans however, 154 users indicated that they had been subscribed for more than 8 years. It's good to see the old guard still around.
Unsurprisingly, Reddit apps are the most popular method to access Reddit by far. This is followed by Old Reddit users on Desktop, users of the Mobile Reddit website, and then New Reddit users coming in dead last. Long live old Reddit.
Favorite Current Player
The mood around this question was incredibly different than last year. Last year, many were vocal indicating that they had a hard time choosing due to our squad being shit. Victor Lindelof ended up being the by and large favorite with around a quarter of the votes, followed by Paul Pogba and Marcus Rashford.
This year, it appeared that there were no such issues. Only 1 response in the survey indicated that they couldn't choose because our squad was shit while the vast majority either selected a player or indicated that they loved them all. Prime Minister Doctor Sir Marcus Rashford overwhelmingly came in first place with an almost 300 vote lead over second placed Anthony Martial. Bruno Fernandes and Mason Greenwood were neck and neck for a while, eventually settling into third and fourth respectively.
Former crowd favorites Victor Lindelof and Paul Pogba fell down the rankings with Lindelof ending in 8th place and Pogba in 5th.
Favorite All Time Player
Wayne Rooney continued to the be the king of /reddevils amassing nearly double the votes of second placed Paul Scholes. Cristiano Ronaldo came in third after a very tight race with Scholes. Beckham came in fourth followed by fifth placed Cantona and sixth placed Giggsy.
Here is a year-over-year comparison purely on recorded responses. Most players received just about the same share of the votes as they did last year. The biggest changes came from Wayne Rooney (up) and David Beckham (down). The way the numbers land, it almost looks like Wazza was stealing votes from Becks! Ole Gunnar Solskjaer had more of the proverbial pie, again I wonder whats happened there.
My man Park Ji Sung came in 11th place, good to see that there are at least 58 Park lovers out there!
Now for a bit of fun. Someone asked in the Census thread how many of George Best's votes came from Northern Ireland. One user suggested it was all of them, the data on the other hand says otherwise. Only 10 of Best's 29 votes came from Northern Ireland. George Best tied for favorite player there with Wayne Rooney with Paul Scholes and Cristiano Ronaldo tying for 3rd place with 8 votes apiece.
I did this same exercise with a few other players. Here are the results:
  • While Scandinavians votes were joint-most for Ole Gunnar Solskjaer (tied with the UK), he was not the most popular player among respondents living in Scandinavia. He came in second behind Wayne Rooney.
  • Roy Keane both received the most votes from the Republic of Ireland and was also the most popular player among Irish respondents.
  • Eric Cantona was not voted heavily by the French. The British, on the other hand, love him with 82 of his 218 votes coming from the United Kingdom. The majority of Cantona voters are older, with 134/218 being over 30 years of age.
  • Park Ji Sung received the most votes from the US (21) followed by the UK (19) and Southeast Asia (4).
  • Among respondents from the United Kingdom, Wayne Rooney was the most popular followed by Scholes, Ronaldo, and Cantona.
  • Among respondents from the United States, South Asia, and Southeast Asia, Wayne Rooney was the most popular. Scholes and Ronaldo alternated in popularity in second and third place. Beckham placed fourth in all three regions.
Thank you all again for your participation. We'll run one next year and see how things have changed!
submitted by zSolaris to reddevils [link] [comments]

Retard Bot Update 2: What is there to show for six months of work?

Retard Bot Update 2: What is there to show for six months of work?
What is there to show? Not shit, that's why I made this pretty 4K desktop background instead:
4K
On the real: I've been developing this project like 6 months now, what's up? Where's that video update I promised, showing off the Bot Builder? Is an end in sight?
Yes sort of. I back-tested 6 months of data at over 21% on a net SPY-neutral, six month span of time (with similar results on a 16 year span) including 2 bear, 2 bull, 2 crab months. But that's not good enough to be sure / reliable. I had gotten so focused on keeping the project pretty and making a video update that I was putting off major, breaking changes that I needed to make. The best quant fund ever made, the Medallion fund, was once capable of roughly 60% per year consistently, but in Retard Bot's case 1.5% compounded weekly. "But I make 60% on one yolo" sure whatever, can you do it again every year, with 100% of your capital, where failure means losing everything? If you could, you'd be loading your Lambo onto your Yacht right now instead of reading this autistic shit.

The End Goal

1.5% compounded weekly average is $25K -> $57M in 10 years, securing a fairly comfortable retirement for your wife's boyfriend. It's a stupidly ambitious goal. My strategy to pull it off is actually pretty simple. If you look at charts for the best performing stocks over the past 10 years, you'll find that good companies move in the same general trajectory more often than they don't. This means the stock market moves with momentum. I developed a simple equation to conservatively predict good companies movements one week into the future by hand, and made 100%+ returns 3 weeks in a row. Doing the math took time, and I realized a computer could do much more complex math, on every stock, much more efficiently, so I developed a bot and it did 100% for 3 consecutive weeks, buying calls in a bull-market.
See the problem there? The returns were good but they were based on a biased model. The model would pick the most efficient plays on the market if it didn't take a severe downturn. But if it did, the strategy would stop working. I needed to extrapolate my strategy into a multi-model approach that could profit on momentum during all different types of market movement. And so I bought 16 years of option chain data and started studying the concept of momentum based quantitative analysis. As I spent more and more weeks thinking about it, I identified more aspects of the problem and more ways to solve it. But no matter how I might think to design algorithms to fundamentally achieve a quantitative approach, I knew that my arbitrary weights and variables and values and decisions could not possibly be the best ones.

Why Retard Bot Might Work

So I approached the problem from all angles, every conceivable way to glean reliably useful quantitative information about a stock's movement and combine it all into a single outcome of trade decisions, and every variable, every decision, every model was a fluid variable that machine learning, via the process of Evolution could randomly mutate until perfection. And in doing so, I had to fundamentally avoid any method of testing my results that could be based on a bias. For example, just because a strategy back-tests at 40% consistent yearly returns on the past 16 years of market movement doesn't mean it would do so for the next 16 years, since the market could completely end its bull-run and spend the next 16 years falling. Improbable, but for a strategy outcome that can be trusted to perform consistently, we have to assume nothing.
So that's how Retard Bot works. It assumes absolutely nothing about anything that can't be proven as a fundamental, statistical truth. It uses rigorous machine learning to develop fundamental concepts into reliable, fine tuned decision layers that make models which are controlled by a market-environment-aware Genius layer that allocates resources accordingly, and ultimately through a very complex 18 step process of iterative ML produces a top contender through the process of Evolution, avoiding all possible bias. And then it starts over and does it again, and again, continuing for eternity, recording improved models when it discovers them.

The Current Development Phase

Or... That's how it would work, in theory, if my program wasn't severely limited by the inadequate infrastructure I built it with. When I bought 16 years of data, 2TB compressed to its most efficient binary representation, I thought I could use a traditional database like MongoDB to store and load the option chains. It's way too slow. So here's where I've ended up this past week:
It was time to rip off the bandaid and rebuild some performance infrastructure (the database and decision stack) that was seriously holding me back from testing the project properly. Using MongoDB, which has to pack and unpack data up and down the 7 layer OSI model, it took an hour to test one model for one year. I need to test millions of models for 16 years, thousands of times over.
I knew how to do that, so instead of focusing on keeping things stable so I could show you guys some pretty graphs n shit, I broke down the beast and started rebuilding with a pure memory caching approach that will load the options chains thousands of times faster than MongoDB queries. And instead of running one model, one decision layer at a time on the CPU, the new GPU accelerated decision stack design will let me run hundreds of decision layers on millions of models in a handful of milliseconds. Many, many orders of magnitude better performance, and I can finally make the project as powerful as it was supposed to be.
I'm confident that with these upgrades, I'll be able to hit the goal of 60% consistent returns per year. I'll work this goddamn problem for a year if I have to. I have, in the process of trying to become an entrepreneur, planned project after project and given up half way through when it got too hard, or a partner quit, or someone else launched something better. I will not give up on this one, if it takes the rest of the year or five more.
But I don't think it'll come to that. Even with the 20% I've already achieved, if I can demonstrate that in live trading, that's already really good, so there's not really any risk of real failure at this point. But I will, regardless, finish developing the vision I have for Retard Bot and Bidrate Renaissance before I'm satisfied.

Tl;Dr

https://preview.redd.it/0plnnpkw5um51.png?width=3840&format=png&auto=webp&s=338edc893f4faadffabb5418772c9b250f488336
submitted by o_ohi to retard_bot [link] [comments]

Node.js Application Monitoring with Prometheus and Grafana

Hi guys, we published this article on our blog (here) some time ago and I thought it could be interesting for node to read is as well, since we got some good feedback on it!

What is application monitoring and why is it necessary?

Application monitoring is a method that uses software tools to gain insights into your software deployments. This can be achieved by simple health checks to see if the server is available to more advanced setups where a monitoring library is integrated into your server that sends data to a dedicated monitoring service. It can even involve the client side of your application, offering more detailed insights into the user experience.
For every developer, monitoring should be a crucial part of the daily work, because you need to know how the software behaves in production. You can let your testers work with your system and try to mock interactions or high loads, but these techniques will never be the same as the real production workload.

What is Prometheus and how does it work?

Prometheus is an open-source monitoring system that was created in 2012 by Soundcloud. In 2016, Prometheus became the second project (following Kubernetes) to be hosted by the Cloud Native Computing Foundation.
https://preview.redd.it/8kshgh0qpor51.png?width=1460&format=png&auto=webp&s=455c37b1b1b168d732e391a882598e165c42501a
The Prometheus server collects metrics from your servers and other monitoring targets by pulling their metric endpoints over HTTP at a predefined time interval. For ephemeral and batch jobs, for which metrics can't be scraped periodically due to their short-lived nature, Prometheus offers a Pushgateway. This is an intermediate server that monitoring targets can push their metrics before exiting. The data is retained there until the Prometheus server pulls it later.
The core data structure of Prometheus is the time series, which is essentially a list of timestamped values that are grouped by metric.
With PromQL (Prometheus Query Language), Prometheus provides a functional query language allowing for selection and aggregation of time series data in real-time. The result of a query can be viewed directly in the Prometheus web UI, or consumed by external systems such as Grafana via the HTTP API.

How to use prom-client to export metrics in Node.js for Prometheus?

prom-client is the most popular Prometheus client library for Node.js. It provides the building blocks to export metrics to Prometheus via the pull and push methods and supports all Prometheus metric types such as histogram, summaries, gauges and counters.

Setup sample Node.js project

Create a new directory and set up the Node.js project:
$ mkdir example-nodejs-app $ cd example-nodejs-app $ npm init -y 

Install prom-client

The prom-client npm module can be installed via:
$ npm install prom-client 

Exposing default metrics

Every Prometheus client library comes with predefined default metrics that are assumed to be good for all applications on the specific runtime. The prom-client library also follows this convention. The default metrics are useful for monitoring the usage of resources such as memory and CPU.
You can capture and expose the default metrics with following code snippet:
const http = require('http') const url = require('url') const client = require('prom-client') // Create a Registry which registers the metrics const register = new client.Registry() // Add a default label which is added to all metrics register.setDefaultLabels({ app: 'example-nodejs-app' }) // Enable the collection of default metrics client.collectDefaultMetrics({ register }) // Define the HTTP server const server = http.createServer(async (req, res) => { // Retrieve route from request object const route = url.parse(req.url).pathname if (route === '/metrics') { // Return all metrics the Prometheus exposition format res.setHeader('Content-Type', register.contentType) res.end(register.metrics()) } }) // Start the HTTP server which exposes the metrics on http://localhost:8080/metrics server.listen(8080) 

Exposing custom metrics

While default metrics are a good starting point, at some point, you’ll need to define custom metrics in order to stay on top of things.
Capturing and exposing a custom metric for HTTP request durations might look like this:
const http = require('http') const url = require('url') const client = require('prom-client') // Create a Registry which registers the metrics const register = new client.Registry() // Add a default label which is added to all metrics register.setDefaultLabels({ app: 'example-nodejs-app' }) // Enable the collection of default metrics client.collectDefaultMetrics({ register }) // Create a histogram metric const httpRequestDurationMicroseconds = new client.Histogram({ name: 'http_request_duration_seconds', help: 'Duration of HTTP requests in microseconds', labelNames: ['method', 'route', 'code'], buckets: [0.1, 0.3, 0.5, 0.7, 1, 3, 5, 7, 10] }) // Register the histogram register.registerMetric(httpRequestDurationMicroseconds) // Define the HTTP server const server = http.createServer(async (req, res) => { // Start the timer const end = httpRequestDurationMicroseconds.startTimer() // Retrieve route from request object const route = url.parse(req.url).pathname if (route === '/metrics') { // Return all metrics the Prometheus exposition format res.setHeader('Content-Type', register.contentType) res.end(register.metrics()) } // End timer and add labels end({ route, code: res.statusCode, method: req.method }) }) // Start the HTTP server which exposes the metrics on http://localhost:8080/metrics server.listen(8080) 
Copy the above code into a file called server.jsand start the Node.js HTTP server with following command:
$ node server.js 
You should now be able to access the metrics via http://localhost:8080/metrics.

How to scrape metrics from Prometheus

Prometheus is available as Docker image and can be configured via a YAML file.
Create a configuration file called prometheus.ymlwith following content:
global: scrape_interval: 5s scrape_configs: - job_name: "example-nodejs-app" static_configs: - targets: ["docker.for.mac.host.internal:8080"] 
The config file tells Prometheus to scrape all targets every 5 seconds. The targets are defined under scrape_configs. On Mac, you need to use docker.for.mac.host.internal as host, so that the Prometheus Docker container can scrape the metrics of the local Node.js HTTP server. On Windows, use docker.for.win.localhost and for Linux use localhost.
Use the docker run command to start the Prometheus Docker container and mount the configuration file (prometheus.yml):
$ docker run --rm -p 9090:9090 \ -v `pwd`/prometheus.yml:/etc/prometheus/prometheus.yml \ prom/prometheus:v2.20.1 
Windows users need to replace pwd with the path to their current working directory.
You should now be able to access the Prometheus Web UI on http://localhost:9090

What is Grafana and how does it work?

Grafana is a web application that allows you to visualize data sources via graphs or charts. It comes with a variety of chart types, allowing you to choose whatever fits your monitoring data needs. Multiple charts are grouped into dashboards in Grafana, so that multiple metrics can be viewed at once.
https://preview.redd.it/vt8jwu8vpor51.png?width=3584&format=png&auto=webp&s=4101843c84cfc6293debcdfc3bdbe70811dab2e9
The metrics displayed in the Grafana charts come from data sources. Prometheus is one of the supported data sources for Grafana, but it can also use other systems, like AWS CloudWatch, or Azure Monitor.
Grafana also allows you to define alerts that will be triggered if certain issues arise, meaning you’ll receive an email notification if something goes wrong. For a more advanced alerting setup checkout the Grafana integration for Opsgenie.

Starting Grafana

Grafana is also available as Docker container. Grafana datasources can be configured via a configuration file.
Create a configuration file called datasources.ymlwith the following content:
apiVersion: 1 datasources: - name: Prometheus type: prometheus access: proxy orgId: 1 url: http://docker.for.mac.host.internal:9090 basicAuth: false isDefault: true editable: true 
The configuration file specifies Prometheus as a datasource for Grafana. Please note that on Mac, we need to use docker.for.mac.host.internal as host, so that Grafana can access Prometheus. On Windows, use docker.for.win.localhost and for Linux use localhost.
Use the following command to start a Grafana Docker container and to mount the configuration file of the datasources (datasources.yml). We also pass some environment variables to disable the login form and to allow anonymous access to Grafana:
$ docker run --rm -p 3000:3000 \ -e GF_AUTH_DISABLE_LOGIN_FORM=true \ -e GF_AUTH_ANONYMOUS_ENABLED=true \ -e GF_AUTH_ANONYMOUS_ORG_ROLE=Admin \ -v `pwd`/datasources.yml:/etc/grafana/provisioning/datasources/datasources.yml \ grafana/grafana:7.1.5 
Windows users need to replace pwd with the path to their current working directory.
You should now be able to access the Grafana Web UI on http://localhost:3000

Configuring a Grafana Dashboard

Once the metrics are available in Prometheus, we want to view them in Grafana. This requires creating a dashboard and adding panels to that dashboard:
  1. Go to the Grafana UI at http://localhost:3000, click the + button on the left, and select Dashboard.
  2. In the new dashboard, click on the Add new panel button.
  3. In the Edit panel view, you can select a metric and configure a chart for it.
  4. The Metrics drop-down on the bottom left allows you to choose from the available metrics. Let’s use one of the default metrics for this example.
  5. Type process_resident_memory_bytesinto the Metricsinput and {{app}}into the Legendinput.
  6. On the right panel, enter Memory Usage for the Panel title.
  7. As the unit of the metric is in bytes we need to select bytes(Metric)for the left y-axis in the Axes section, so that the chart is easy to read for humans.
You should now see a chart showing the memory usage of the Node.js HTTP server.
Press Apply to save the panel. Back on the dashboard, click the small "save" symbol at the top right, a pop-up will appear allowing you to save your newly created dashboard for later use.

Setting up alerts in Grafana

Since nobody wants to sit in front of Grafana all day watching and waiting to see if things go wrong, Grafana allows you to define alerts. These alerts regularly check whether a metric adheres to a specific rule, for example, whether the errors per second have exceeded a specific value.
Alerts can be set up for every panel in your dashboards.
  1. Go into the Grafana dashboard we just created.
  2. Click on a panel title and select edit.
  3. Once in the edit view, select "Alerts" from the middle tabs, and press the Create Alertbutton.
  4. In the Conditions section specify 42000000 after IS ABOVE. This tells Grafana to trigger an alert when the Node.js HTTP server consumes more than 42 MB Memory.
  5. Save the alert by pressing the Apply button in the top right.

Sample code repository

We created a code repository that contains a collection of Docker containers with Prometheus, Grafana, and a Node.js sample application. It also contains a Grafana dashboard, which follows the RED monitoring methodology.
Clone the repository:
$ git clone https://github.com/coder-society/nodejs-application-monitoring-with-prometheus-and-grafana.git 
The JavaScript code of the Node.js app is located in the /example-nodejs-app directory. All containers can be started conveniently with docker-compose. Run the following command in the project root directory:
$ docker-compose up -d 
After executing the command, a Node.js app, Grafana, and Prometheus will be running in the background. The charts of the gathered metrics can be accessed and viewed via the Grafana UI at http://localhost:3000/d/1DYaynomMk/example-service-dashboard.
To generate traffic for the Node.js app, we will use the ApacheBench command line tool, which allows sending requests from the command line.
On MacOS, it comes pre-installed by default. On Debian-based Linux distributions, ApacheBench can be installed with the following command:
$ apt-get install apache2-utils 
For Windows, you can download the binaries from Apache Lounge as a ZIP archive. ApacheBench will be named ab.exe in that archive.
This CLI command will run ApacheBench so that it sends 10,000 requests to the /order endpoint of the Node.js app:
$ ab -m POST -n 10000 -c 100 http://localhost:8080/order 
Depending on your hardware, running this command may take some time.
After running the ab command, you can access the Grafana dashboard via http://localhost:3000/d/1DYaynomMk/example-service-dashboard.

Summary

Prometheus is a powerful open-source tool for self-hosted monitoring. It’s a good option for cases in which you don’t want to build from scratch but also don’t want to invest in a SaaS solution.
With a community-supported client library for Node.js and numerous client libraries for other languages, the monitoring of all your systems can be bundled into one place.
Its integration is straightforward, involving just a few lines of code. It can be done directly for long-running services or with help of a push server for short-lived jobs and FaaS-based implementations.
Grafana is also an open-source tool that integrates well with Prometheus. Among the many benefits it offers are flexible configuration, dashboards that allow you to visualize any relevant metric, and alerts to notify of any anomalous behavior.
These two tools combined offer a straightforward way to get insights into your systems. Prometheus offers huge flexibility in terms of metrics gathered and Grafana offers many different graphs to display these metrics. Prometheus and Grafana also integrate so well with each other that it’s surprising they’re not part of one product.
You should now have a good understanding of Prometheus and Grafana and how to make use of them to monitor your Node.js projects in order to gain more insights and confidence in your software deployments.
submitted by matthevva to node [link] [comments]

Unpopular opinion: HL Math doesn't cover enough content

This might be a (very) unpopular opinion, but I don't think the IB Math course (particularly (Analysis) HL) covers enough content. I'm not saying that it's too easy (it's certainly not easy for most people), but rather I'm saying there are topics which are important to know which the course leaves out completely. I get that students have 5 (or more) other subjects along with TOK+EE, so of course it can't go too deep. It also has to cover a wide range of topics, which makes looking at rigorous mathematics difficult without putting too much in (which a student may not be able to handle).
I'm first going to break down the syllabus by topic and subtopic and comment on what I think should be kept, removed or added to it. Note that this applies both to the current HL syllabus (ending in 2020) as well as Analysis HL (which is more or less the same as the current HL). I'll be referring to the Analysis HL course in the breakdown, as it's the current course.
Here's a list of subtopics (not necessarily exhaustive) which are in the current syllabus:
Now here's what I would add to each topic. It's very likely that this isn't feasible to achieve in a course like this, but I'll talk about this later.
I realize this is quite a lot to add, and as mentioned it very likely isn't feasible to do. Rather than add this content to the existing course, it might be better to create a separate course entirely. This would essentially create another "Further Math", which seems a bit problematic. After all, there's a reason the original Further Math was removed: practically nobody took it. I'm guessing that the reason for this is because most schools didn't offer it, not because people couldn't do it or anything. I think regardless of the lack of popularity, (some form of) Further should still be an option to those who are willing and able to take it. Certainly if someone is passionate enough, they can learn it themselves.
Another issue with having the additional content in a separate course is there might not be so much in that course to call it one. Like the previous HL course, the original Further Math course had 6 topics; each of which studied a distinct area of math. I mentioned that the geometry topic doesn't need to add much more, but maybe one could add hyperbolic trig functions as a subtopic, or perhaps some non-Euclidean geometry (spherical, hyperbolic and projective).
If someone is willing to teach themselves the content, however, this begets some other problems. For example, there may be risks to self-teaching for the purpose of an exam; they might learn the material fine but find it difficult to write the papers (due to time issues or not being able to respond the right way for full marks) without sufficient practice. Also if few students are doing AA HL anyway, why the need for an additional course at all? Why can't they just teach themselves additional content as they please? I say if you're going to learn additional content, why not take an exam to assess your skills? Otherwise it might seem like a waste to learn it if you aren't going to do anything else with it. Having an additional course would also give structure to the additional content; there would be a syllabus specifying exactly what a student needs to know for the course and it would be tailored to students who have completed or are taking AA HL and would thus complement that course. That way, a student doesn't need to look for a bunch of undergraduate textbooks or anything; and none of these are likely to serve the student well enough.
Overall, I feel like the course lacks mathematical rigor. But maybe I'm getting ahead of myself. Feel free to share what you think. Do you think the AA HL course doesn't cover enough? If so, what would you add or change?
submitted by Liammcquay to IBO [link] [comments]

Nothing to see here! pls scroll to next post!

debug.cpp TesterHook.cpp entityidxarray.cpp graph.cpp graphnode.cpp modAI_Memory.cpp aAI_CommsInstructions.cpp aAI_EntityInterface.cpp cAI_Action.cpp cAI_AdminManager.cpp cAI_Agent.cpp cAI_CommsModule.cpp cAI_CommsPrefix.cpp cAI_CommsPrep.cpp cAI_EntityGame.cpp cAI_EntityPlayer.cpp cAI_TransitionData.cpp cAI_Variables.cpp modAI_Audio.cpp modAI_Communication.cpp modAI_Identifier.cpp modAI_Interaction.cpp modAI_Interface.cpp modAI_Senses.cpp modAI_Synchronisation.cpp aAI_PerformTask.cpp cAI_ActionManager.cpp cAI_AnimInterface.cpp cAI_LowLevelInterface.cpp cAI_PerformanceManager.cpp cAI_PerformancePhase.cpp cAI_PerformTaskAction.cpp cAI_PerformTaskAnim.cpp cAI_PerformTaskAudio.cpp cAI_SpeechInterface.cpp aAI_Controller.cpp aAI_ControllerCombat.cpp aAI_Coordinator.cpp aAI_EntityIDArray.cpp aAI_Objective.cpp cAI_ControllerBoundary.cpp cAI_ControllerCamp.cpp cAI_ControllerCombatBlind.cpp cAI_ControllerCombatCover.cpp cAI_ControllerCombatMelee.cpp cAI_ControllerCoverSeek.cpp cAI_ControllerFollow.cpp cAI_ControllerFollowThrough.cpp cAI_ControllerGoto.cpp cAI_ControllerGotoGunfire.cpp cAI_ControllerGuard.cpp cAI_ControllerHide.cpp cAI_ControllerIdle.cpp cAI_ControllerOrbit.cpp cAI_ControllerSearch.cpp cAI_ControllerStop.cpp cAI_CoordinateBoundary.cpp cAI_CoordinateGenericAction.cpp cAI_CoordinateGenericCombat.cpp cAI_CoordinateGuard.cpp cAI_CoordinateIdle.cpp cAI_CoordinateInvestigate.cpp cAI_CoordinateKillEnemy.cpp cAI_CoordinateSearch.cpp cAI_Goal.cpp cAI_GoalDefinition.cpp cAI_IdleActions.cpp cAI_ObjectiveBeBuddy.cpp cAI_ObjectiveHuntEnemy.cpp cAI_ObjectiveIdle.cpp cAI_ObjectiveScriptedAction.cpp cAI_Pack.cpp cAI_Subpack.cpp cAI_HearingSense.cpp cAI_SensesData.cpp cAI_SensingPhase.cpp cAI_VisionSense.cpp meleeTraits.cpp traits.cpp acts.cpp atomicActs.cpp combatUtil.cpp coverActs.cpp gunActBase.cpp meleeActs.cpp pedBodyAnimFSM.cpp pedTorsoAnimFSM.cpp compDriver.cpp weaponController.cpp formation.cpp motion.cpp navigation.cpp navPoint.cpp navTactics.cpp pointTracker.cpp squad.cpp pedSpace.cpp gunPerception.cpp itemPerception.cpp meleeCombatPerception.cpp pedRelationshipPerception.cpp selfPerception.cpp Senses.cpp Vision.cpp AnimBlendAssociation.cpp AnimBlendClumpData.cpp AnimBlendHierarchy.cpp AnimBlendNode.cpp AnimBlendSequence.cpp AnimHierarchy.cpp AnimManager.cpp Compressed.cpp EntityAnim.cpp App.cpp GameTime.cpp AmbientTransitionManager.cpp AudioAnim.cpp audiobloodfx.cpp AudioCollision.cpp audiolog.cpp audioman.cpp AudioMisc.cpp AudioScripted.cpp AudioTextMap.cpp CriAdxStream.cpp CriAixStream.cpp CriInterface.cpp dmaudio.cpp music.cpp SampleManagerChannelFunctions.cpp sampman.cpp ScriptedStream.cpp SpeechManager.cpp VolumeFader.cpp AgeSupport.cpp manager.cpp sfx.cpp system_wii.cpp BufferedSoundWii.cpp CRC.cpp SectorReadables.cpp ColAABox.cpp ColArch.cpp ColData.cpp ColFrustum.cpp ColLine.cpp Collision.cpp ColModelLine.cpp ColModelPoint.cpp ColModelSphere.cpp ColModelTri.cpp ColPrim.cpp ColSphere.cpp ColTri.cpp ContactInfo.cpp ColCylinder.cpp ColModelCylinder.cpp console.cpp skel.cpp wiiplatform.cpp CollectableEffect.cpp CreationManager.cpp Entity.cpp EntityManager.cpp OddEntity.cpp TypeData.cpp Character.cpp ped.cpp pedstates.cpp attackdirectiondata.cpp attackdirectionlookup.cpp pedcombatlookups.cpp pedspinecontrol.cpp pushporter.cpp Climb.cpp Crawl.cpp Crouch.cpp Detector.cpp Dive.cpp Jump.cpp JumpPredictor.cpp autoped.cpp Hunter.cpp Leader.cpp PedHead.cpp delayedHunterSpawn.cpp RsvGoreEffectForExecutions.cpp CameraData.cpp collectable.cpp conveyor.cpp door.cpp EntityLight.cpp Lift.cpp mover.cpp ShotEntity.cpp slidedoor.cpp switch.cpp Trigger.cpp Useable.cpp EntitySound.cpp EnvironmentalExecution.cpp Helicopter.cpp ShadowPlane.cpp FileHandler.cpp FileNames.cpp LoadSave.cpp eyelayerinset.cpp Frontend.cpp FrontendMenu.cpp GameInfo.cpp GameInventory.cpp GameMap.cpp randomuvanimator.cpp tvlayerinset.cpp confirmnewgamepage.cpp inventorystatussettings.cpp layeredbackground.cpp layeredpage.cpp pageeffects.cpp randomoverlay.cpp screenanim.cpp screeneffectsmanager.cpp startpage.cpp texanimator.cpp weaponslotcolours.cpp weaponswapper.cpp weaponswappersettings.cpp backgroundPicAnim.cpp bar.cpp confirmingameQuitPage.cpp ContextButtonDisplay.cpp controllerPage.cpp defaultSettingsPage.cpp ExecutionBox.cpp ExecutionFrame.cpp FlexText.cpp GoalFlexText.cpp hud.cpp hudItem.cpp ingameMainPage.cpp InventorySelector.cpp inventoryStatus.cpp item.cpp LevelNameFlexText.cpp LoadProgressScreen.cpp menu.cpp newGameBrightnessPage.cpp page.cpp radar.cpp saveGamesPage.cpp sceneselectionPage.cpp screen.cpp startLanguageSelectionPage.cpp textures.cpp cGEN_String.cpp cGEN_Timer.cpp gGEN_Globals.cpp gGEN_StandardFunctions.cpp modGEN_Housekeeping.cpp modGEN_Memory.cpp stats.cpp aGEN_Array.cpp cGEN_CharArray.cpp cDBG_DebugFile.cpp modDBG_LowLevelDebug.cpp aGEN_Memory.cpp modGEN_MemoryReporting.cpp rwcore.cpp TextUtils.cpp UniCodeUtils.cpp MhGlobalData.cpp MhLoadSave_Wii.cpp MhPeripherals_Wii.cpp Pad_Wii.cpp WiiLoadSave.cpp CheatHandler.cpp InputManager.cpp WiiAccelerometer.cpp WiiGesture.cpp ActionMapping.cpp KeyCode.cpp Inventory.cpp fx.cpp fxEmitter.cpp fxInfo.cpp fxInterp.cpp fxKeyGen.cpp fxList.cpp fxManager.cpp fxPrim.cpp fxSystem.cpp fxUtils.cpp MHtoFXinterface.cpp Maths.cpp Matrix.cpp Quaternion.cpp Vector.cpp MemManager.cpp PoolAllocationManager.cpp PoolAllocator.cpp CutsceneCamera.cpp EntityFadeController.cpp SimpleLinearAllocator.cpp Cylinder.cpp FrisbeeArm.cpp CriAfsPartition.cpp CriDataStream.cpp DataStreamManager.cpp Portal.cpp StreamedLevelSector.cpp StreamedLevelSectorCore.cpp StreamedLevelSectorManager.cpp StreamedAnimation.cpp StreamedAnimationManager.cpp TexturePool.cpp TexturePoolGroup.cpp TexturePoolManager.cpp AiHelpers.cpp EntityAttrReader.cpp EntityAttrWriter.cpp EntityTextureRenderer.cpp EnvironmentID.cpp PathSearch.cpp RsvDebuggingInfoForUseables.cpp RsvTvpChecker.cpp StringHashing.cpp OverlayMgr.cpp RwRGBA_Globals.cpp ScreenStringsOverlay.cpp TextOverlay.cpp Physics.cpp collisionFrame.cpp camglobals.cpp Crosshair.cpp ExecutionTutorial.cpp handicam.cpp ImpactDamageMap.cpp player.cpp playercam.cpp PLayerLimits.cpp playerstates.cpp WiiExecutionMap.cpp WiiQuickTimeMoment.cpp grenade.cpp responder.cpp Atomic.cpp Camera.cpp CharacterDamageManager.cpp CharacterDamageMap.cpp Clump.cpp ClumpDict.cpp clumplist.cpp collisionmaterial.cpp EntityShadow.cpp EntityShadowManager.cpp Frame.cpp Geometry.cpp Light.cpp lights.cpp material.cpp materiallist.cpp scene.cpp sceneData.cpp skin.cpp spline.cpp texdictionary.cpp texture.cpp tvp.cpp utils.cpp uvanimator.cpp World.cpp WorldSector.cpp CutScene.cpp CutScenePlayed.cpp EntityShadowFader.cpp MaterialMapper.cpp lit_environmentmap.cpp lit_singletexture.cpp lit_singletexture_uvanim.cpp lit_texreconfig.cpp unlit_32indtexture.cpp unlit_notexture.cpp unlit_singletexture.cpp entityData.cpp LoadedScript.cpp ScriptCaseFloat.cpp ScriptCaseGame.cpp ScriptCaseGame2.cpp ScriptCaseGame3.cpp ScriptCaseGameRsv.cpp ScriptCaseInternals.cpp ScriptCaseStandard.cpp ScriptCaseStrings.cpp ScriptLoader.cpp ScriptManager.cpp ScriptVM.cpp BreakingGlass.cpp clouds.cpp Decal.cpp dualtexture.cpp fogpatch.cpp FXMode.cpp LightFX.cpp ParticleEffect.cpp ParticleModel.cpp rats.cpp Renderbuffer.cpp rubbish.cpp SFXManager.cpp StreakEffect.cpp TrailEffect.cpp Weather.cpp jitter.cpp lipsync.cpp spotlight.cpp spotlightcone.cpp throwgraphic.cpp OverbrightEffect.cpp VideoScreenEffect.cpp Str.cpp Timer.cpp Shot.cpp Weapon.cpp WeaponManager.cpp colramp.cpp Gu.cpp GuProfiler.cpp main.cpp renderer.cpp rslengine.cpp shadermgr.cpp vectorASM.cpp volatilemem.cpp WiiGeometry.cpp WiiShader.cpp WorldCollision.cpp actor.c control.c displayObject.c dmabuffer.cpp fileCache.c geoPalette.c GQRSetup.c List.c normalTable.c SKNControl.c SKNMath.c string.c texPalette.c Tree.c HomeButtonMenu.cpp display.cpp binkfunctions.cpp binkplayer.cpp wiitextures.c adler32.c infblock.c infcodes.c inffast.c inflate.c inftrees.c infutil.c zutil.c binkwii.c binkread.c wiiax.c wiifile.c binkacd.c radcb.c expand.c popmal.c radmem.c fft.c dct.c bitplane.c ai.c arc.c AX.c AXAlloc.c AXAux.c AXCL.c AXOut.c AXSPB.c AXVPB.c AXProf.c AXComp.c DSPCode.c AXFXReverbHi.c AXFXReverbHiDpl2.c AXFXReverbHiExp.c AXFXReverbHiExpDpl2.c AXFXReverbStd.c AXFXReverbStdExp.c AXFXHooks.c PPCArch.c gki_buffer.c gki_time.c gki_ppc.c hcisu_h2.c uusb_ppc.c bta_dm_cfg.c bta_hh_cfg.c bta_sys_cfg.c bte_hcisu.c bte_init.c bte_logmsg.c bte_main.c btu_task1.c bd.c bta_sys_conn.c bta_sys_main.c ptim.c utl.c bta_dm_act.c bta_dm_api.c bta_dm_main.c bta_dm_pm.c bta_hh_act.c bta_hh_api.c bta_hh_main.c bta_hh_utils.c btm_acl.c btm_dev.c btm_devctl.c btm_discovery.c btm_inq.c btm_main.c btm_pm.c btm_sco.c btm_sec.c btu_hcif.c btu_init.c wbt_ext.c gap_api.c gap_conn.c gap_utils.c hcicmds.c hidd_api.c hidd_conn.c hidd_mgmt.c hidd_pm.c hidh_api.c hidh_conn.c l2c_api.c l2c_csm.c l2c_link.c l2c_main.c l2c_utils.c port_api.c port_rfc.c port_utils.c rfc_l2cap_if.c rfc_mx_fsm.c rfc_port_fsm.c rfc_port_if.c rfc_ts_frames.c rfc_utils.c sdp_api.c sdp_db.c sdp_discovery.c sdp_main.c sdp_server.c sdp_utils.c db.c dsp.c dsp_debug.c dsp_task.c dvdfs.c dvd.c dvdqueue.c dvderror.c dvdidutils.c dvdFatal.c dvd_broadway.c euart.c EXIBios.c EXIUart.c EXICommon.c fs.c GXInit.c GXFifo.c GXAttr.c GXMisc.c GXGeometry.c GXFrameBuf.c GXLight.c GXTexture.c GXBump.c GXTev.c GXPixel.c GXDisplayList.c GXTransform.c GXPerf.c HBMBase.cpp HBMAnmController.cpp HBMFrameController.cpp HBMGUIManager.cpp HBMController.cpp HBMRemoteSpk.cpp db_assert.cpp db_console.cpp db_DbgPrintBase.cpp db_directPrint.cpp db_mapFile.cpp lyt_animation.cpp lyt_arcResourceAccessor.cpp lyt_bounding.cpp lyt_common.cpp lyt_drawInfo.cpp lyt_group.cpp lyt_layout.cpp lyt_material.cpp lyt_pane.cpp lyt_picture.cpp lyt_resourceAccessor.cpp lyt_textBox.cpp lyt_window.cpp math_triangular.cpp snd_AnimSound.cpp snd_AxManager.cpp snd_AxVoice.cpp snd_Bank.cpp snd_BankFile.cpp snd_BasicSound.cpp snd_Channel.cpp snd_DisposeCallbackManager.cpp snd_DvdSoundArchive.cpp snd_EnvGenerator.cpp snd_ExternalSoundPlayer.cpp snd_FrameHeap.cpp snd_InstancePool.cpp snd_Lfo.cpp snd_MemorySoundArchive.cpp snd_MidiSeqPlayer.cpp snd_MidiSeqTrack.cpp snd_MmlParser.cpp snd_MmlSeqTrack.cpp snd_MmlSeqTrackAllocator.cpp snd_NandSoundArchive.cpp snd_PlayerHeap.cpp snd_RemoteSpeaker.cpp snd_RemoteSpeakerManager.cpp snd_SeqFile.cpp snd_SeqPlayer.cpp snd_SeqSound.cpp snd_SeqSoundHandle.cpp snd_SeqTrack.cpp snd_SoundArchive.cpp snd_SoundArchiveFile.cpp snd_SoundArchiveLoader.cpp snd_SoundArchivePlayer.cpp snd_SoundHandle.cpp snd_SoundHeap.cpp snd_SoundPlayer.cpp snd_SoundStartable.cpp snd_SoundSystem.cpp snd_SoundThread.cpp snd_StrmChannel.cpp snd_StrmFile.cpp snd_StrmPlayer.cpp snd_StrmSound.cpp snd_StrmSoundHandle.cpp snd_TaskManager.cpp snd_TaskThread.cpp snd_Util.cpp snd_WaveFile.cpp snd_WavePlayer.cpp snd_WaveSound.cpp snd_WaveSoundHandle.cpp snd_WsdFile.cpp snd_WsdPlayer.cpp snd_WsdTrack.cpp ut_binaryFileFormat.cpp ut_CharStrmReader.cpp ut_CharWriter.cpp ut_DvdFileStream.cpp ut_DvdLockedFileStream.cpp ut_FileStream.cpp ut_Font.cpp ut_IOStream.cpp ut_LinkList.cpp ut_list.cpp ut_ResFont.cpp ut_ResFontBase.cpp ut_TagProcessorBase.cpp ut_TextWriterBase.cpp ipcMain.c ipcclt.c memory.c ipcProfile.c KPAD.c mem_heapCommon.c mem_expHeap.c mem_frameHeap.c mem_unitHeap.c mem_allocator.c mem_list.c mix.c remote.c mtx.c mtxvec.c mtx44.c vec.c psmtx.c nand.c NANDOpenClose.c NANDCore.c NANDCheck.c OS.c OSAlarm.c OSAlloc.c OSArena.c OSAudioSystem.c OSCache.c OSContext.c OSError.c OSExec.c OSFatal.c OSFont.c OSInterrupt.c OSLink.c OSMessage.c OSMemory.c OSMutex.c OSReboot.c OSReset.c OSRtc.c OSSemaphore.c OSSync.c OSThread.c OSTime.c OSUtf.c OSIpc.c OSStateTM.c __start.c OSPlayRecord.c OSStateFlags.c OSNet.c OSNandbootInfo.c __ppc_eabi_init.cpp Pad.c scsystem.c scapi.c scapi_prdinfo.c seq.c SIBios.c SISamplingRate.c syn.c TPL.c usb.c vi.c i2c.c vi3in1.c wenc.c WPAD.c WPADHIDParser.c WPADEncrypt.c WPADMem.c debug_msg.c WUD.c WUDHidHost.c debug_msg.c DebuggerDriver.c exi2.c float.cpp alloc.c ansi_files.c ansi_fp.c arith.c buffer_io.c ctype.c direct_io.c errno.c file_io.c FILE_POS.C locale.c mbstring.c mem.c mem_funcs.c math_api.c misc_io.c printf.c qsort.c rand.c scanf.c signal.c string.c strtold.c strtoul.c wctype.c wstring.c wchar_io.c uart_console_io_gcn.c abort_exit_ppc_eabi.c math_sun.c extras.c e_atan2.c e_exp.c e_fmod.c e_log.c e_log10.c e_pow.c e_rem_pio2.c k_cos.c k_rem_pio2.c k_sin.c k_tan.c s_atan.c s_ceil.c s_copysign.c s_cos.c s_floor.c s_frexp.c s_ldexp.c s_sin.c s_tan.c w_atan2.c w_exp.c w_fmod.c w_log.c w_log10.c w_pow.c e_sqrt.c math_ppc.c w_sqrt.c __mem.c __va_arg.c global_destructor_chain.c NMWException.cp ptmf.c runtime.c __init_cpp_exceptions.cpp Gecko_ExceptionPPC.cp GCN_mem_alloc.c mainloop.c nubevent.c nubinit.c msg.c msgbuf.c serpoll.c usr_put.c dispatch.c msghndlr.c support.c mutex_TRK.c notify.c flush_cache.c mem_TRK.c string_TRK.c __exception.s targimpl.c targsupp.s mpc_7xx_603e.c mslsupp.c dolphin_trk.c main_TRK.c dolphin_trk_glue.c targcont.c target_options.c UDP_Stubs.c main.c CircleBuffer.c MWCriticalSection_gc.cpp HashKeyFunctions.cpp MemMan.cpp Random.cpp RelocatableChunk.cpp fmod_eventi.cpp fmod_eventsystemi.cpp fmod_sounddef.cpp fmod_eventcategoryi.cpp fmod_eventparameteri.cpp fmod_eventprojecti.cpp fmod_eventgroupi.cpp fmod_reverbdef.cpp fmod_channel_revolution.cpp fmod_os_misc.cpp fmod_os_output.cpp fmod_output_revolution.cpp fmod_sample_revolution.cpp fmod_dsp.cpp fmod_dspi.cpp fmod_codec_aiff.cpp fmod_codec_dsp.cpp fmod_codec_fsb.cpp fmod_codec_user.cpp fmod.cpp fmod_async.cpp fmod_channel.cpp fmod_channel_emulated.cpp fmod_channel_real.cpp fmod_channel_realmanual3d.cpp fmod_channel_stream.cpp fmod_channeli.cpp fmod_channelpool.cpp fmod_channelgroup.cpp fmod_channelgroupi.cpp fmod_codec.cpp fmod_debug.cpp fmod_file.cpp fmod_file_disk.cpp fmod_file_memory.cpp fmod_file_null.cpp fmod_file_user.cpp fmod_listener.cpp fmod_memory.cpp fmod_metadata.cpp fmod_output.cpp fmod_output_emulated.cpp fmod_output_polled.cpp fmod_plugin.cpp fmod_pluginfactory.cpp fmod_sound.cpp fmod_sound_sample.cpp fmod_sound_stream.cpp fmod_soundi.cpp fmod_string.cpp fmod_stringw.cpp fmod_system.cpp fmod_systemi.cpp fmod_thread.cpp fmod_time.cpp fmod_globals.cpp fmod_output_nosound.cpp fmod_output_nosound_nrt.cpp fmod_reverbi.cpp fmod_speakerlevels_pool.cpp
submitted by SSor3nt to ManhuntGames [link] [comments]

[They] Are Not Journalists. [They] Are Not Reporters. [They] Are Professional Mouthpieces. [They] Are The 'Clowns In America'. Names, Headshots, And News Organization. 18 U.S. Code § 2384 - Seditious Conspiracy 18 U.S. Code § 1962 - R.I.C.O. + 'Crimes Against Humanity'

[They] Are Not Journalists. [They] Are Not Reporters. [They] Are Professional Mouthpieces. [They] Are The 'Clowns In America'. Names, Headshots, And News Organization. 18 U.S. Code § 2384 - Seditious Conspiracy 18 U.S. Code § 1962 - R.I.C.O. + 'Crimes Against Humanity'
When You’re Sitting Comfortably In Front Of Your TV, Keep In Mind That The Actual Patent For The Television Was Filed As Electromagnetic Nervous System Manipulation Apparatus.

WarNuse

WarNuse
At any rate, here are the patents. Just reading some of them helped me to understand the attacks against me and to resist them. Round-robin voices–a man, woman, and child–at different frequencies–are just one example.
Hearing Device – US4858612 – Inventor, Phillip L. Stocklin – Assignee, Mentec AG. A method and apparatus for simulation of hearing in mammals by introduction of a plurality of microwaves into the region of the auditory cortex is shown and described. A microphone is used to transform sound signals into electrical signals which are in turn analyzed and processed to provide controls for generating a plurality of microwave signals at different frequencies. The multifrequency microwaves are then applied to the brain in the region of the auditory cortex. By this method sounds are perceived by the mammal which are representative of the original sound received by the microphone.
Click on Link for Full Patent: US4858612
Hearing System – US4877027 – Inventor & Assignee, Wayne B. Brunkan. Sound is induced in the head of a person by radiating the head with microwaves in the range of 100 megahertz to 10,000 megahertz that are modulated with a particular waveform. The waveform consists of frequency modulated bursts. Each burst is made up of ten to twenty uniformly spaced pulses grouped tightly together. The burst width is between 500 nanoseconds and 100 microseconds. The pulse width is in the range of 10 nanoseconds to 1 microsecond. The bursts are frequency modulated by the audio input to create the sensation of hearing in the person whose head is irradiated.
Click on Link for Full Patent: US4877027
Silent Subliminal Representation System – US5159703 – Inventor & Assignee, Oliver M. Lowery. A silent communications system in which nonaural carriers, in the very low or very high audio frequency range or in the adjacent ultrasonic frequency spectrum, are amplitude or frequency modulated with the desired intelligence and propagated acoustically or vibrationally, for inducement into the brain, typically through the use of loudspeakers, earphones or piezoelectric transducers. The modulated carriers may be transmitted directly in real time or may be conveniently recorded and stored on mechanical, magnetic or optical media for delayed or repeated transmission to the listener.
Click on Link for Full Patent: US5159703
Method and Device for Interpreting Concepts and Conceptual Thought from Brainwave Data & for Assisting for Diagnosis of Brainwave Disfunction – US5392788 – Inventor, William J. Hudspeth – Assignee, Samuel J. Leven. A system for acquisition and decoding of EP and SP signals is provided which comprises a transducer for presenting stimuli to a subject, EEG transducers for recording brainwave signals from the subject, a computer for controlling and synchronizing stimuli presented to the subject and for concurrently recording brainwave signals, and either interpreting signals using a model for conceptual perceptional and emotional thought to correspond EEG signals to thought of the subject or comparing signals to normative EEG signals from a normative population to diagnose and locate the origin of brain dysfunctional underlying perception, conception, and emotion.
Click on Link for Full Patent: US5392788
Method and an Associated Apparatus for Remotely Determining Information as to Person’s Emotional State – US5507291 – Inventors & Assignees, Robert C. Stirbl & Peter J. Wilk. In a method for remotely determining information relating to a person’s emotional state, an waveform energy having a predetermined frequency and a predetermined intensity is generated and wirelessly transmitted towards a remotely located subject. Waveform energy emitted from the subject is detected and automatically analyzed to derive information relating to the individual’s emotional state. Physiological or physical parameters of blood pressure, pulse rate, pupil size, respiration rate and perspiration level are measured and compared with reference values to provide information utilizable in evaluating interviewee’s responses or possibly criminal intent in security sensitive areas.
Click on Link for Full Patent: US5507291
Apparatus for Electric Stimulation of Auditory Nerves of a Human Being – US5922016 – Inventors & Assignees, Erwin & Ingeborg Hochmair. Apparatus for electric stimulation and diagnostics of auditory nerves of a human being, e.g. for determination of sensation level (SL), most conformable level (MCL) and uncomfortable level (UCL) audibility curves, includes a stimulator detachably secured to a human being for sending a signal into a human ear, and an electrode placed within the human ear and electrically connected to the stimulator by an electric conductor for conducting the signals from the stimulator into the ear. A control unit is operatively connected to the stimulator for instructing the stimulator as to characteristics of the generated signals being transmitted to the ear.
Click on Link for Full Patent: US5922016
Brain Wave Inducing System – US5954629 – Inventors, Masatoshi Yanagidaira, Yuchi Kimikawa, Takeshi Fukami & Mitsuo Yasushi – Assignee, Pioneer Corp. Sensors are provided for detecting brain waves of a user, and a band-pass filter is provided for extracting a particular brain waves including an α wave included in a detected brain wave. The band-pass filter comprises a first band-pass filter having a narrow pass band, and a second band-pass filter having a wide pass band. One of the first and second band-pass filters is selected, and a stimulation signal is produced in dependency on an α wave extracted by a selected band-pass filter. In accordance with the stimulation signal, a stimulation light is emitted to the user in order to induce the user to relax or sleeping state.
Click on Link for Full Patent: US5954629
Layout Overlap Detection with Selective Flattening in Computer Implemented Integrated Circuit Design – US6011991 – Inventors, Wai-Yan Ho & Hongbo Tang – Assignee, Synopsys Inc. The present invention relates to a method for efficiently performing hierarchical design rules checks (DRC) and layout versus schematic comparison (LVS) on layout areas of an integrated circuit where cells overlap or where a cell and local geometry overlap. With the present invention, a hierarchical tree describes the integrated circuit’s layout data including cells having parent-child relationships and including local geometry. The present invention performs efficient layout verification by performing LVS and DRC checking on the new portions of an integrated circuit design and layout areas containing overlapping cells. When instances of cells overlap, the present invention determines the overlap area using predefined data structures that divide each cell into an array of spatial bins. Each bin of a parent is examined to determine if two or more cell instances reside therein or if a cell instance and local geometry reside therein. Once overlap is detected, the areas of the layout data corresponding to the overlap areas are selectively flattened prior to proceeding to DRC and LVS processing. During selective flattening of the overlap areas, the hierarchical tree is traversed from the top cell down through intermediate nodes to the leaf nodes. Each time geometry data is located during the traversal, it is pushes directly to the top cell without being stored in intermediate locations. This provides an effective mechanism for selective flattening.
Click on Link for Full Patent: US6011991
Apparatus for Audibly Communicating Speech Using the Radio Frequency Hearing Effect – US6587729 – Inventors, James P. O’laughlin & Diana L. Loree – Assignee, US Air Force. A modulation process with a fully suppressed carrier and input preprocessor filtering to produce an encoded output; for amplitude modulation (AM) and audio speech preprocessor filtering, intelligible subjective sound is produced when the encoded signal is demodulated using the RF Hearing Effect. Suitable forms of carrier suppressed modulation include single sideband (SSB) and carrier suppressed amplitude modulation (CSAM), with both sidebands present.
Click on Link for Full Patent: US6587729
Coupling an Electronic Skin Tattoo to a Mobile Communication Device – US20130297301A1 – Inventor, William P. Alberth, Jr. – Assignee, Google Technology Holdings LLC (formerly Motorola Mobility LLC). A system and method provides auxiliary voice input to a mobile communication device (MCD). The system comprises an electronic skin tattoo capable of being applied to a throat region of a body. The electronic skin tattoo can include an embedded microphone; a transceiver for enabling wireless communication with the MCD; and a power supply configured to receive energizing signals from a personal area network associated with the MCD. A controller is communicatively coupled to the power supply. The controller can be configured to receive a signal from the MCD to initiate reception of an audio stream picked up from the throat region of the body for subsequent audio detection by the MCD under an improved signal-to-noise ratio than without the employment of the electronic skin tattoo.
Click on Link for Full Patent: US20130297301A1
Apparatus for Remotely Altering & Monitoring Brainwaves – US3951134 – Inventor, Robert G. Malech – Assignee, Dorne & Margolin Inc. Apparatus for and method of sensing brain waves at a position remote from a subject whereby electromagnetic signals of different frequencies are simultaneously transmitted to the brain of the subject in which the signals interfere with one another to yield a waveform which is modulated by the subject’s brain waves. The interference waveform which is representative of the brain wave activity is re-transmitted by the brain to a receiver where it is demodulated and amplified. The demodulated waveform is then displayed for visual viewing and routed to a computer for further processing and analysis. The demodulated waveform also can be used to produce a compensating signal which is transmitted back to the brain to effect a desired change in electrical activity therein.
Click on Link for Full Patent: US3951134
Auditory Subliminal Message System & Method – US4395600 – Inventors, Rene R. Lundy & David L. Tyler – Assignee, Proactive Systems Inc. Ambient audio signals from the customer shopping area within a store are sensed and fed to a signal processing circuit that produces a control signal which varies with variations in the amplitude of the sensed audio signals. A control circuit adjusts the amplitude of an auditory subliminal anti-shoplifting message to increase with increasing amplitudes of sensed audio signals and decrease with decreasing amplitudes of sensed audio signals. This amplitude controlled subliminal message may be mixed with background music and transmitted to the shopping area. To reduce distortion of the subliminal message, its amplitude is controlled to increase at a first rate slower than the rate of increase of the amplitude of ambient audio signals from the area. Also, the amplitude of the subliminal message is controlled to decrease at a second rate faster than the first rate with decreasing ambient audio signal amplitudes to minimize the possibility of the subliminal message becoming supraliminal upon rapid declines in ambient audio signal amplitudes in the area. A masking signal is provided with an amplitude which is also controlled in response to the amplitude of sensed ambient audio signals. This masking signal may be combined with the auditory subliminal message to provide a composite signal fed to, and controlled by, the control circuit.
Click on Link for Full Patent: US4395600
Apparatus for Inducing Frequency Reduction in Brain Wave – US4834701 – Inventor, Kazumi Masaki – Assignee, Ken Hayashibara. Frequency reduction in human brain wave is inducible by allowing human brain to perceive 4-16 hertz beat sound. Such beat sound can be easily produced with an apparatus, comprising at least one sound source generating a set of low-frequency signals different each other in frequency by 4-16 hertz. Electroencephalographic study revealed that the beat sound is effective to reduce beta-rhythm into alpha-rhythm, as well as to retain alpha-rhythm.
Click on Link for Full Patent: US4834701
Method & System for Altering Consciousness – US5123899 – Inventor & Assignee, James Gall. A system for altering the states of human consciousness involves the simultaneous application of multiple stimuli, preferable sounds, having differing frequencies and wave forms. The relationship between the frequencies of the several stimuli is exhibited by the equation
g=s.sup.n/4 ·fwhere f=frequency of one stimulus; g=frequency of the other stimuli of stimulus; and n=a positive or negative integer which is different for each other stimulus.Click on Link for Full Patent: US5123899
Method of and Apparatus for Inducing Desired States of Consciousness – US5356368 – Inventor, Robert A. Monroe – Assignee, Interstate Industries Inc. Improved methods and apparatus for entraining human brain patterns, employing frequency following response (FFR) techniques, facilitate attainment of desired states of consciousness. In one embodiment, a plurality of electroencephalogram (EEG) waveforms, characteristic of a given state of consciousness, are combined to yield an EEG waveform to which subjects may be susceptible more readily. In another embodiment, sleep patterns are reproduced based on observed brain patterns during portions of a sleep cycle; entrainment principles are applied to induce sleep. In yet another embodiment, entrainment principles are applied in the work environment, to induce and maintain a desired level of consciousness. A portable device also is described.
Click on Link for Full Patent: US5356368
Acoustic Heterodyne Device & Method – US5889870 – Inventor, Elwood G. Norris – Assignee, Turtle Beach Corp. (formerly American Tech Corp.) The present invention is the emission of new sonic or subsonic compression waves from a region resonant cavity or similar of interference of at least two ultrasonic wave trains. In one embodiment, two ultrasonic emitters are oriented toward the cavity so as to cause interference between emitted ultrasonic wave trains. When the difference in frequency between the two ultrasonic wave trains is in the sonic or subsonic frequency range, a new sonic or subsonic wave train of that frequency is emitted from within the cavity or region of interference in accordance with the principles of acoustical heterodyning. The preferred embodiment is a system comprised of a single ultrasonic radiating element oriented toward the cavity emitting multiple waves.
Click on Link for Full Patent: US5889870
Apparatus & Method of Broadcasting Audible Sound Using Ultrasonic Sound as a Carrier – US60552336 – Inventor & Assignee, Austin Lowrey III. An ultrasonic sound source broadcasts an ultrasonic signal which is amplitude and/or frequency modulated with an information input signal originating from an information input source. If the signals are amplitude modulated, a square root function of the information input signal is produced prior to modulation. The modulated signal, which may be amplified, is then broadcast via a projector unit, whereupon an individual or group of individuals located in the broadcast region detect the audible sound.
Click on Link for Full Patent: US6052336
Pulsative Manipulation of Nervous Systems – US6091994 – Inventor & Assignee, Hendricus G. Loos. Method and apparatus for manipulating the nervous system by imparting subliminal pulsative cooling to the subject’s skin at a frequency that is suitable for the excitation of a sensory resonance. At present, two major sensory resonances are known, with frequencies near 1/2 Hz and 2.4 Hz. The 1/2 Hz sensory resonance causes relaxation, sleepiness, ptosis of the eyelids, a tonic smile, a “knot” in the stomach, or sexual excitement, depending on the precise frequency used. The 2.4 Hz resonance causes the slowing of certain cortical activities, and is characterized by a large increase of the time needed to silently count backward from 100 to 60, with the eyes closed. The invention can be used by the general public for inducing relaxation, sleep, or sexual excitement, and clinically for the control and perhaps a treatment of tremors, seizures, and autonomic system disorders such as panic attacks. Embodiments shown are a pulsed fan to impart subliminal cooling pulses to the subject’s skin, and a silent device which induces periodically varying flow past the subject’s skin, the flow being induced by pulsative rising warm air plumes that are caused by a thin resistive wire which is periodically heated by electric current pulses.
Click on Link for Full Patent: US6091994
Method & Device for Implementing Radio Frequency Hearing Effect – US6470214 – Inventors, James P. O’Loughlin & Diana Loree. Assignee, US Air Force. A modulation process with a fully suppressed carrier and input preprocessor filtering to produce an encoded output; for amplitude modulation (AM) and audio speech preprocessor filtering, intelligible subjective sound is produced when the encoded signal is demodulated using the RF Hearing Effect. Suitable forms of carrier suppressed modulation include single sideband (SSB) and carrier suppressed amplitude modulation (CSAM), with both sidebands present.
Click on Link for Full Patent: US6470214
Method & Device for Producing a Desired Brain State – US6488617 – Inventor, Bruce F. Katz – Assignee, Universal Hedonics. A method and device for the production of a desired brain state in an individual contain means for monitoring and analyzing the brain state while a set of one or more magnets produce fields that alter this state. A computational system alters various parameters of the magnetic fields in order to close the gap between the actual and desired brain state. This feedback process operates continuously until the gap is minimized and/or removed.

Multifunctional Radio Frequency Directed Energy System – US7629918 – Inventors, Kenneth W. Brown, David J. Canich & Russell F. Berg – Assignee, Raytheon Co. An RFDE system includes an RFDE transmitter and at least one RFDE antenna. The RFDE transmitter and antenna direct high power electromagnetic energy towards a target sufficient to cause high energy damage or disruption of the target. The RFDE system further includes a targeting system for locating the target. The targeting system includes a radar transmitter and at least one radar antenna for transmitting and receiving electromagnetic energy to locate the target. The RFDE system also includes an antenna pointing system for aiming the at least one RFDE antenna at the target based on the location of the target as ascertained by the targeting system. Moreover, at least a portion of the radar transmitter or the at least one radar antenna is integrated within at least a portion of the RFDE transmitter or the at least one RFDE antenna.
Click on Link for Full Patent: US7629918
Nervous System Excitation Device – US3393279 – Inventor, Flanagan Gillis Patrick – Assignee, Biolectron Inc. (Listening Inc.) A METHOD OF TRANSMITTING AUDIO INFORMATION TO THE BRAIN OF SUBJECT THROUGH THE NERVOUS SYSTEM OF THE SUBJECT WHICH METHOD COMPRISES, IN COMBINATION, THE STEPS OF GENERATING A RADIO FREQUENCY SIGNAL HAVING A FREQUENCY IN EXCESS OF THE HIGHERST FREQUENCY OF THE AUDIO INFORMATTION TO BE TRANSMITTED, MODULATING SAID RADIO FREQUENCY SIGNAL WITH THE AUDIO INFORMATION TO BE TRANSMITTED, AND APPLYING SAID MODULATED RADIO FREQUENCY SIGNAL TO A PAIR OF INSULATED ELECTRODES AND PLACING BOTH OF SAID INSULATED ELECTRODE IN PHYSICAL CONTACT WITH THE SKIN OF SAID SUBJECT, THE STRETCH OF SAID RADIO FREQUENCY ELECTROMAGNETIC FIELD BEING HIGH ENOUGH AT THE SKIN SURFACE TO CAUSE THE SENSATION OF HEARING THE AUDIO INFORMATION MODULATED THEREON IN THE BRAIN OF SAID SUBJECT AND LOW ENOUGH SO THAT SAID SUBJECT EXPERIENCES NO PHYSICAL DISCOMFORT.
Click on Link for Full Patent: US3393279
Method & System for Simplifying Speech Wave Forms – US3647970 – Inventor & Assignee, Gillis P. Flanagan. A speech waveform is converted to a constant amplitude square wave in which the transitions between the amplitude extremes are spaced so as to carry the speech information. The system includes a pair of tuned amplifier circuits which act as high-pass filters having a 6 decibel per octave slope from 0 to 15,000 cycles followed by two stages, each comprised of an amplifier and clipper circuit, for converting the filtered waveform to a square wave. A radio transmitter and receiver having a plurality of separate channels within a conventional single side band transmitter bandwidth and a system for transmitting secure speech information are also disclosed.
Click on Link for Full Patent: US3647970
Intra-Oral Electronic Tracking Device – US6239705 – Inventor & Assignee, Jeffrey Glen. An improved stealthy, non-surgical, biocompatable electronic tracking device is provided in which a housing is placed intraorally. The housing contains microcircuitry. The microcircuitry comprises a receiver, a passive mode to active mode activator, a signal decoder for determining positional fix, a transmitter, an antenna, and a power supply. Optionally, an amplifier may be utilized to boost signal strength. The power supply energizes the receiver. Upon receiving a coded activating signal, the positional fix signal decoder is energized, determining a positional fix. The transmitter subsequently transmits through the antenna a position locating signal to be received by a remote locator. In another embodiment of the present invention, the microcircuitry comprises a receiver, a passive mode to active mode activator, a transmitter, an antenna and a power supply. Optionally, an amplifier may be utilized to boost signal strength. The power supply energizes the receiver. Upon receiving a coded activating signal, the transmitter is energized. The transmitter subsequently transmits through the antenna a homing signal to be received by a remote locator.
Click on Link for Full Patent: US6239705
Method & Apparatus for Analyzing Neurological Response to Emotion-Inducing Stimuli – US6292688 – Inventor, Richard E. Patton – Assignee, Advanced Neurotechnologies, Inc. A method of determining the extent of the emotional response of a test subject to stimului having a time-varying visual content, for example, an advertising presentation. The test subject is positioned to observe the presentation for a given duration, and a path of communication is established between the subject and a brain wave detectoanalyzer. The intensity component of each of at least two different brain wave frequencies is measured during the exposure, and each frequency is associated with a particular emotion. While the subject views the presentation, periodic variations in the intensity component of the brain waves of each of the particular frequencies selected is measured. The change rates in the intensity at regular periods during the duration are also measured. The intensity change rates are then used to construct a graph of plural coordinate points, and these coordinate points graphically establish the composite emotional reaction of the subject as the presentation continues.
Click on Link for Full Patent: US6292688
Portable & Hand-Held Device for Making Humanly Audible Sounds Responsive to the Detecting of Ultrasonic Sounds – US6426919 – Inventor & Assignee, William A. Gerosa. A portable and hand-held device for making humanly audible sounds responsive to the detecting of ultrasonic sounds. The device includes a hand-held housing and circuitry that is contained in the housing. The circuitry includes a microphone that receives the ultrasonic sound, a first low voltage audio power amplifier that strengthens the signal from the microphone, a second low voltage audio power amplifier that further strengthens the signal from the first low voltage audio power amplifier, a 7-stage ripple carry binary counter that lowers the frequency of the signal from the second low voltage audio power amplifier so as to be humanly audible, a third low voltage audio power amplifier that strengthens the signal from the 7-stage ripple carry binary counter, and a speaker that generates a humanly audible sound from the third low voltage audio power amplifier.
Click on Link for Full Patent: US6426919
Signal Injection Coupling into the Human Vocal Tract for Robust Audible & Inaudible Voice Recognition – US6487531 – Inventors & Assignees, Carol A. Tosaya & John W. Sliwa, Jr. A means and method are provided for enhancing or replacing the natural excitation of the human vocal tract by artificial excitation means, wherein the artificially created acoustics present additional spectral, temporal, or phase data useful for (1) enhancing the machine recognition robustness of audible speech or (2) enabling more robust machine-recognition of relatively inaudible mouthed or whispered speech. The artificial excitation (a) may be arranged to be audible or inaudible, (b) may be designed to be non-interfering with another user’s similar means, (c) may be used in one or both of a vocal content-enhancement mode or a complimentary vocal tract-probing mode, and/or (d) may be used for the recognition of audible or inaudible continuous speech or isolated spoken commands.
Click on Link for Full Patent: US6487531
Nervous System Manipulation by Electromagnetic Fields from Monitors – US6506148 – Inventor & Assignee, Hendricus G. Loos. Physiological effects have been observed in a human subject in response to stimulation of the skin with weak electromagnetic fields that are pulsed with certain frequencies near ½ Hz or 2.4 Hz, such as to excite a sensory resonance. Many computer monitors and TV tubes, when displaying pulsed images, emit pulsed electromagnetic fields of sufficient amplitudes to cause such excitation. It is therefore possible to manipulate the nervous system of a subject by pulsing images displayed on a nearby computer monitor or TV set. For the latter, the image pulsing may be imbedded in the program material, or it may be overlaid by modulating a video stream, either as an RF signal or as a video signal. The image displayed on a computer monitor may be pulsed effectively by a simple computer program. For certain monitors, pulsed electromagnetic fields capable of exciting sensory resonances in nearby subjects may be generated even as the displayed images are pulsed with subliminal intensity.
Click on Link for Full Patent: US6506148
Apparatus To Effect Brainwave Entrainment over Premises Power-Line Wiring – US8579793 – Inventor, James David Honeycutt & John Clois Honeycutt, Jr. – Assignee, James David Honeycutt. This invention discloses an apparatus and method to affect brainwave entrainment by Very Low Frequency eXclusive-OR (XOR) modulation of a Very High Frequency carrier over a premise’s power-line Alternating Current (AC) wiring. A microcontroller with stored program memory space is used to store and produce the waveforms that lead to brainwave entrainment by controlling an H-Bridge capable of generating bipolar square waves, which output is capacitive coupled to a premises AC power-line and a light sensing device is used by the microcontroller to determine whether to produce daytime or nighttime entrainment frequencies.
Click on Link for Full Patent: US8579793
Method & System for Brain Entrainment – US20140309484A1 – Inventor & Assignee, Daniel Wonchul Chong. The present invention is a method of modifying music files to induce a desired state of consciousness. First and second modulations are introduced into a music file such that, when the music file is played, both of the modulations occur simultaneously. Additional modulations can be introduced, as well as sound tones at window frequencies.
Click on Link for Full Patent: US20140309484A1
Method of Inducing Harmonious States of Being – US6135944 – Inventors, Gerard D. Bowman, Edward M. Karam & Steven C. Benson – Assignee, Gerard D. Bowman. A method of inducing harmonious states of being using vibrational stimuli, preferably sound, comprised of a multitude of frequencies expressing a specific pattern of relationship. Two base signals are modulated by a set of ratios to generate a plurality of harmonics. The harmonics are combined to form a “fractal” arrangement.
Click on Link for Full Patent: US6135944
Pulse Variability in Electric Field Manipulation of Nervous Systems – US6167304 – Inventor & Assignee, Hendricus G. Loos. Apparatus and method for manipulating the nervous system of a subject by applying to the skin a pulsing external electric field which, although too weak to cause classical nerve stimulation, modulates the normal spontaneous spiking patterns of certain kinds of afferent nerves. For certain pulse frequencies the electric field stimulation can excite in the nervous system resonances with observable physiological consequences. Pulse variability is introduced for the purpose of thwarting habituation of the nervous system to the repetitive stimulation, or to alleviate the need for precise tuning to a resonance frequency, or to control pathological oscillatory neural activities such as tremors or seizures. Pulse generators with stochastic and deterministic pulse variability are disclosed, and the output of an effective generator of the latter type is characterized.
Click on Link for Full Patent: US6167304
Method & System for Brain Entertainment – US8636640 – Inventor, Daniel Wonchul Chang – Assignee, Brain Symphony LLC. The present invention is a method of modifying music files to induce a desired state of consciousness. First and second modulations are introduced into a music file such that, when the music file is played, both of the modulations occur simultaneously. Additional modulations can be introduced, as well as sound tones at window frequencies.
Click on Link for Full Patent: US8636640
Method & Apparatus for Manipulating Nervous Systems – US5782874 – Inventor & Assignee, Hendricus C. Loos. Apparatus and method for manipulating the nervous system of a subject through afferent nerves, modulated by externally applied weak fluctuating electric fields, tuned to certain frequencies such as to excite a resonance in certain neural circuits. Depending on the frequency chosen, excitation of such resonances causes relaxation, sleepiness, sexual excitement, or the slowing of certain cortical processes. The weak electric field for causing the excitation is applied to skin areas away from the head of the subject, such as to avoid substantial polarization current densities in the brain. By exploiting the resonance phenomenon, these physiological effects can be brought about by very weak electric fields produced by compact battery-operated devices with very low current assumption. The fringe field of doublet electrodes that form a parallel-plate condenser can serve as the required external electric field to be administered to the subject’s skin. Several such doublets can be combined such as to induce an electric field with short range, suitable for localized field administration. A passive doublet placed such as to face the doublet on either side causes a boost of the distant induced electric field, and allows the design of very compact devices. The method and apparatus can be used by the general public as an aid to relaxation, sleep, or arousal, and clinically for the control and perhaps the treatment of tremors and seizures, and disorders of the autonomic nervous system, such as panic attacks.
This is every person involved in the main stream media that that is in deep shit with no way out.

  • Clowns Exposed ― Faces Of Seditious Conspirators In The U.S. Media.
  • I'll Kick This Off With The 65 “Journalists” WikiLeaks Revealed Accepted To Work With The DNC And The Hillary Clinton Campaign To Influence And Steal The 2016 U.S. Presidential Election.
https://threadreaderapp.com/embed/1213240094703935488.html
submitted by OwnPlant to conspiracy [link] [comments]

MAME 0.218

MAME 0.218

It’s time for MAME 0.218, the first MAME release of 2020! We’ve added a couple of very interesting alternate versions of systems this month. One is a location test version of NMK’s GunNail, with different stage order, wider player shot patterns, a larger player hitbox, and lots of other differences from the final release. The other is The Last Apostle Puppetshow, an incredibly rare export version of Home Data’s Reikai Doushi. Also significant is a newer version Valadon Automation’s Super Bagman. There’s been enough progress made on Konami’s medal games for a number of them to be considered working, including Buttobi Striker, Dam Dam Boy, Korokoro Pensuke, Shuriken Boy and Yu-Gi-Oh Monster Capsule. Don’t expect too much in terms of gameplay though — they’re essentially gambling games for children.
There are several major computer emulation advances in this release, in completely different areas. Possibly most exciting is the ability to install and run Windows NT on the MIPS Magnum R4000 “Jazz” workstation, with working networking. With the assistance of Ash Wolf, MAME now emulates the Psion Series 5mx PDA. Psion’s EPOC32 operating system is the direct ancestor of the Symbian operating system, that powered a generation of smartphones. IDE and SCSI hard disk support for Acorn 8-bit systems has been added, the latter being one of the components of the BBC Domesday Project system. In PC emulation, Windows 3.1 is now usable with S3 ViRGE accelerated 2D video drivers. F.Ulivi has contributed microcode-level emulation of the iSBC-202 floppy controller for the Intel Intellec MDS-II system, adding 8" floppy disk support.
Of course there are plenty of other improvements and additions, including re-dumps of all the incorrectly dumped GameKing cartridges, disassemblers for PACE, WE32100 and “RipFire” 88000, better Geneve 9640 emulation, and plenty of working software list additions. You can get the source and 64-bit Windows binary packages from the download page (note that 32-bit Windows binaries and “zip-in-zip” source code are no longer supplied).

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

Results of the Subreddit Survey

This time last week, we put out a subreddit survey to gather demographic info and solicit opinions on the current state of Rule 8 (low-effort content) and Rule 9 (non-original fanart).
In 7 days, the survey got 1,558 responses, which is a whopping 0.77% of our 203,000 subscribers. We didn't expect to get anywhere close to full participation, given that a bunch of those subscribers are probably no longer active, and more still just view /FireEmblem through their own front page and so they were never going to see the survey in the first place. Effectively, each response to the survey is "representing" 130 people.
While perusing these results, it's important to keep in mind that this survey expresses the opinion of respondents to the survey, not necessarily our subscriber base at large. That said, we are still going to look to its results in informing our policies.
Here are the results.

Demographics

Three-quarters of respondents are male. According to this random article I found on Google, estimations of the gender balance on Reddit puts the male userbase at somewhere between 50 and 71%, meaning we skew slightly disproportionately male. I wouldn't look too far into it, though, given the response rate.
Around 70% of respondents are between the ages of 18 and 27, as expected. A mere 3% of respondents are older than 32 or younger than 13.
No particular trends in the number of years the respondents have been on Reddit.
About one-fifth of respondents joined the subreddit in the 6 months after Three Houses' release, and another one-fifth joined in the year or so preceding Three Houses' release. Let's compare this to our subscriber stats:
In the time between the release of the first Three Houses trailer (June 2018) and the game's release (July 2019), we went from 81,000 subscribers to 123,000. That means roughly 20% of our current subscriber base joined in that time, which matches up with the representation in the survey.
Meanwhile, between Three Houses' release and now, we've shot up from 123,000 subscribers to our current figure of 203,000. If those new subscribers were properly represented in the survey, they should fill up about 40% of the pie, not 20%. This suggests that brand new subscribers are underrepresented in the survey responses. Some of those might've subscribed to the sub for some hot tips while they were playing the game, and stopped looking at it afterward. Some might have subscribed because of the surge of fanart that accompanied release. I guess new subscribers just prefer to view the sub via their own front page. We're not 100% sure. All we know is that there's some sort of underrepresentation in these results.
Less than 10% of respondents post enough to consider themselves "active" in the sub. Including a third option here felt like kind of a cop-out, but surely if we left it between "active" and "not active", a lot of people would be unsure where they stood. Frankly, I was surprised by this result, because I figured that the only people who would care enough to respond to a big dumb survey would be the same people who care enough to actively post. Apparently not. What's up, all you politically-active lurkers?

Fire Emblem Games

Okay, disclaimer, I bungled things up here with regard to TMS♯FE. It was only brought to my attention that I forgot to include it as an option after 490 responses were already submitted. As such, I'll list the actual percentages for it in the remaining thousand or so responses below.
Here's a graph of which FE games respondents have PLAYED, but not necessarily beaten. TMS♯FE's real percentage is around 11%. Unsurprisingly, nearly all respondents have tried out Three Houses, and then Awakening follows it up. The very first FE game, Shadow Dragon and the Blade of Light, is also unsurprisingly the least-played game.
The graph for which FE games respondents have BEATEN turns out similarly. TMS's actual percentage is around 7%. Unsurprisingly, the NES games also have the highest discrepancy between playing a game and beating it – less than 50% of people who've tried FE1 or FE2 have actually beaten them. If you flip between the two graphs, you'll see that the only game that changes position between them is FE11 - more respondents have beaten Radiant Dawn than Shadow Dragon despite the fact that Shadow Dragon is slightly more-played.
What were respondents' FIRST FE games, and which is their FAVOURITE? Because the visuals are unhelpful, here's a chart of the responses. I think Reddit formatting should let you sort the columns by frequency if you click the headings.
Game FIRST FAVOURITE
FE1 3 0
FE2 2 0
FE3 7 0
FE4 8 76
FE5 3 35
FE6 31 40
FE7 332 56
FE8 206 80
FE9 82 90
FE10 62 134
FE11 71 11
FE12 1 18
FE13 453 117
BR 62 5
CQ 33 35
RV 3 7
FE15 10 62
FE16 115 732
Heroes 48 7
Warriors 2 3
TMS 1 3
*Again, TMS got screwed, so multiply its responses by 1.5 to get an estimate of what it should've gotten.
Contrary to what one might expect, Awakening still dominates the first-game category for our respondents, followed by the localized GBA titles, and only then does Three Houses show up. If Fates's three versions are combined, it ends up right below Three Houses and right above Path of Radiance. This might be tied into our underrepresentation of new subscribers – presumably a lot of them started with Three Houses.
Meanwhile, Three Houses certainly dominates the favourite-game category, with nearly half of respondents saying it's their #1. Either the game is well-loved, or recency bias is a big thing. Or both. Radiant Dawn has to settle for a distant second place, followed by Awakening and Path of Radiance, all in single digit percentages. Unsurprisingly, Three Houses also takes the crown for the highest favourite/played ratio – 49.7% of people who've played Three Houses listed it as their favourite game, far higher than any other game.
Don't let the colours of this graph fool you - one-third of respondents sided with the Blue Lions first, while more than a third chose Black Eagles and less than a third chose Golden Deer.

Rule 9

Rule 9 concerns fanart. It states that fanart can only be posted by its original artist, or someone who paid the artist to create it and who is posting it with permission. As such, we remove any "found fanart". I've documented our reasons for Rule 9 in the survey post, so please refer to that if you have questions about why it exists.
First off, how do respondents feel about the current amount of fanart on the sub? Well… they feel… differently. We polled this using a sliding scale from 1 to 5, where 1 means "I want way more fanart on the sub", 5 means "I want way less fanart on the sub", 3 means the current amount is okay, and 2 and 4 represent their respective extremes, but, like, less extreme. As you can see, the sub is undoubtedly divided on this, but to our pleasant surprise, a plurality of respondents indicated that they don't want more or less. Nearly half of respondents chose 3, while the remaining 50% were divided almost equally between wanting more or less. Hooray for no-win situations.
That in itself, however, wouldn't be enough to justify not touching Rule 9, so we asked about it specifically. Nearly three-quarters of respondents are fine with the current Rule 9. Most of the rest want it to be relaxed. A small percentage want us to ban fanart entirely. An (undocumented) amount presumably would be happy if we confined all fanart to a single day of the week or some other measure to cut down on art without outright banning it. We aren't considering that as a course of action, which is why it wasn't included on the poll.
We also asked if users would be open to having a single day of the week where non-OC fanart could be posted (properly-sourced, obviously). Almost immediately after putting this question up, we realized that this would probably be a bad idea, and so we're glad that the response was rather lukewarm. A 45/55 split might not sound like it's definitive, but having given it some thought, it's nowhere near the result we would need to justify actually putting that plan into action.
We also included a section for free-form feedback on Rule 9. At the bottom of this post I'll include a link to an anonymized spreadsheet containing all the free-form responses we got for each question like that.
Given what you're about to see next in the Rule 8 section (hoo boy), we're going to go ahead and consider a 75% vote in favour of keeping Rule 9 the same a wild endorsement of our preferred course of action, which is this:
Going forward, Rule 9 will be unchanged.

Rule 8

Rule 8 concerns low-effort content, including unedited screenshots, pictures of merch/game boxes, and memes. After Three Houses released, we started enforcing Rule 8 so strictly that memes as a whole were effectively banned.
On this survey, we polled each component of Rule 8 separately to see if respondents thought they should be allowed on the sub.
Should unedited screenshots of dialogue be allowed? A little over 50% of respondents said no. There isn't sufficient support here for us to reconsider our stance on this one. I want to be clear here in saying that we're not looking for majority rule necessarily – our decision would be the same if the numbers were flipped and slightly more than 50% of respondents said yes instead.
Should unedited screenshots of gameplay be allowed? Here there was less of a split. Around 60% of respondents said yes. According to the free-form results (again, linked at the bottom of the post), we get the impression that some people would like gameplay screenshots to be allowed if they show something interesting, instead of just, you know, a shot of a maxed-out Ike or getting a 1% crit. If that was our policy, we'd then have to judge those posts based not on effort, but how noteworthy and radical they were. While I personally am not super opposed to a coolness-based moderating system, we'd prefer that gameplay stuff be confined to the Everyone Plays Fire Emblem thread or shared via self-posts rather than reversing our stance on screenshots. (Of course, EPFE has ironically been temporarily suspended to make room for these survey posts, but that's a separate problem.) 60% support isn't overwhelming enough for us to reconsider this part of the rule.
Should merch posts or pictures of game boxes be allowed, keeping in mind that "collection" posts are already allowed and would continue to be? Around 70% said no, so this is clearly the part of the rule that we're going to get yelled at about the least.
And then we arrive at the big one – memes. Three options here, as well as a free-form "Other" option that… I'm not really sure why we included when we had a separate free-form section right after. Whoops. Anyway, around 20% of respondents are fine with the current anti-meme Rule 8, another 20% want all memes to be allowed, and the remaining 60% would prefer a discretion-based system where we only remove memes that are truly "low-effort". Herein lies the rub: even the people who answered that question the same have different views about what makes something low-effort. If we do end up going back to the discretion-based system, we either have to somehow nail down a solid definition for what makes something removable, or else deal with posts on a case-by-case basis.
The possible problems with a discretionary system encouraged us to include a separate option on the survey. We asked respondents whether they would be supportive of a system where memes were restricted to a single day of the week. This was independent of their answer to the previous question, so if someone voted "no", they could have meant "no, I want memes every day" or "no, I don't memes at all". At least one respondent said that this binary choice indicated a lack of integrity of the mod team, that it was emblematic of the fact that we had already decided to ban memes before even making the poll, and that we should repoll the question. Given that we already covered that distinction in the previous question, it wasn't really relevant for the purposes of this question. All this question asked was whether you would support a meme day, because frankly, we just wanted to know to what extent such an arrangement would piss people off, not why.
Slightly over two-thirds of respondents indicated that they would be okay with a meme day system.
This leaves the mod team with two viable options – either we return to a discretionary system where some memes live and some die, or we cut the knot and allow most memes, save for those that violate Rule 1, on a single day of the week. We have not yet decided which approach we prefer – admittedly, the team is split. We wanted to get these results to you as soon as possible, though, in advance of having actually made a decision. One thing is clear, though: with only 20% of respondents happy with the current state of Rule 8, we can't just leave things as they are.
A factor that is going to colour our decision is, again, how divided the sub is on this issue. A lot of the free-form responses (which, to be fair, make up a relatively small percentage of the sub) expressed that the curbing of low-effort content is a big reason some people enjoy the sub. Meanwhile, other responses indicated that banning memes has killed the sub. To an extent, we can't win. If we return to a discretionary system, some people are going to hate that some memes are still banned, and some people are going to be upset that memes are allowed again at all. If we go with a meme day instead, some people are going to be upset that we half-assed it, and others are going to find the sub unusable on that day of the week.
We can't please everyone. We have to go with whatever is more practical. We're currently hashing this out.
In summary:
Screenshots and merch posts will remain banned. Rule 8 will be loosened with regard to memes in a manner to be determined.

Free-form responses and general feedback

We included a question about how good the mod team is doing in general. Stop it, you guys, we're blushing.
Finally, we included free-form response sections on the following topics, with the following response rates:
  1. Any thoughts on Rule 8?
  2. Any thoughts on Rule 9?
  3. Any other rules that should be modified?
  4. Any general feedback?
These responses contained some really good thoughts. For transparency, here is a Google doc containing all of the responses, with each column alphabetized for anonymity, and I do mean all of the responses, including the handful that I would have preferred to remove because they contained personal call-outs. I did take the liberty of censoring the responses we got that were just the n-word. The main thing to take away from these responses is that y'all can't agree on anything. As you can see, depending on the question, these free-form questions got between 93 and 248 responses, so they make up a smaller subset of our already-small sample size, so while they do represent important viewpoints of our subscribers, take them with a tiny grain of salt.
Oh, right, which mod would win in a fight. That was also a question. Well, first of all, we're all winners because we get to serve this wonderful community. That said:
Mod Respondents
"I have no idea who any of these people are" 693
Bot-ta_The_Beast 209
[question left blank] 148
LaqOfInterest 147
ForsetiHype 59
Shephen 49
Lhyon 42
RotomGuy 40
Gwimpage 34
Cecilyn 31
PrinceofIris 29
LeminaAusa 20
V2Blast 18
stalwartness 16
DoseofDhillon 12
Okkefac 11
I'd like to thank the Academy for awarding me a single vote less than the people who cared so little about this that they didn't even bother to pick the "I don't care" answer. Benefits of stealing the "post every announcement thread" job.
submitted by LaqOfInterest to fireemblem [link] [comments]

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