Ray Kurzweil (b. 1948) is an American author, inventor and futurist. He is involved in fields such as optical character recognition (OCR), text-to-speech synthesis, speech recognition technology, and electronic keyboard instruments. He is the author of several books on health, artificial intelligence (AI), transhumanism, the technological singularity, and futurism.
Ray Kurzweil grew up in Queens, NY. He was born to secular Jewish parents who had escaped Austria just before the onset of World War II, and he was exposed via Unitarian Universalism to a diversity of religious faiths during his upbringing. His father was a musician and composer and his mother was a visual artist. His uncle, an engineer at Bell Labs, taught young Ray the basics of computer science.
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Ray Kurzweil
Predictions Made by Ray Kurzweil
American author, inventor and futurist Raymond Kurzweil has become well known for predicting the future of artificial intelligence and the human race. His first book, ‘The Age of Intelligent Machines,’ published in 1990, put forth his theories on the results of the increasing use of technology and notably foresaw the explosive growth in the internet, among other predictions.
Later works, 1999’s ‘The Age of Spiritual Machines’ and 2005’s ‘The Singularity is Near’ outlined other theories including the rise of clouds of nano-robots (nanobots) called foglets and the development of Human Body 2.0 and 3.0, whereby nanotechnology is incorporated into many internal organs.
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Pseudoscience
Pseudoscience refers to concepts that are presented as scientific, but which do not adhere to a valid scientific method, or cannot be reliably tested. Pseudoscience is often characterized by the use of vague, exaggerated or unprovable claims, an over-reliance on confirmation rather than rigorous attempts at refutation, a lack of openness to evaluation by other experts, and a general absence of systematic processes to rationally develop theories. So-called ‘Pop science’ blurs the divide between science and pseudoscience among the general public, and may also involve science fiction (it is disseminated to, and can also easily emanate from, persons not accountable to scientific methodology and expert peer review).
Pseudoscientific beliefs are widespread, even among public school science teachers and newspaper reporters. The demarcation problem between science and pseudoscience has ethical political implications (as well as philosophical and scientific). Differentiating science from pseudoscience has practical implications in the case of health care, expert testimony, environmental policies, and science education. Distinguishing scientific facts and theories from pseudoscientific beliefs such as those found in astrology, medical quackery, and occult beliefs combined with scientific concepts, is part of science education and scientific literacy.
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Energy Shot
Energy shots are a specialized kind of energy drink. Sold in 59ml (2 fluid oz.) bottles, energy shots normally contain the same amount of caffeine, vitamins or other functional ingredients as their larger siblings, and therefore they may be considered concentrated forms of energy drinks. Also similar to energy drinks, energy shots contain caffeine, vitamins, and herbs such as guarana, ginseng or ginkgo biloba, taurine, maltodextrin, inositol, carnitine, creatine or glucuronolactone. Most energy shots contain sugar; however, many brands also offer artificially-sweetened ‘diet’ versions. The central ingredient in most energy shots is caffeine, the same stimulant found in coffee or tea. The average 50ml energy shot has about 80 mg of caffeine. This is approximately equivalent to a cup of coffee.
The idea of energy shots started decades ago in the Far East, notably in Japan, where small ‘tonics’ became very popular among consumers; they were highly concentrated and without carbonation. In 2004 the first suppliers, like 5-Hour Energy, Nitro2Go, and ZipFizz, took up the idea and launched these energy shots in the US, opening up a sub-segment in the energy drink market. Although originally marketed in the US, energy shots are becoming more popular in other parts of the world, like Europe, Asia and Australia.
Hologram Therapy
Hologram therapy is the pseudoscientific practice of adorning oneself with hologram jewelry for enhancement of athletic performance. Merchants claim it to be a method in alternative holistic medicine that can improve general physical fitness and athletic prowess. It centers around wearing plastic holograms purported to resonate with frequencies that react positively with the putative energy field of the human body.
Promoters borrow from concepts in crystal healing, vibrational medicine, energy medicine, and physics, but provide a sparse and disjointed scientific explanation. The holograms are printed on stickers, plastic wristbands, and pendants. Promoters rely heavily on the ritualistic superstition that often characterizes athletes.
The Big Green Egg
The Big Green Egg is the brand name of a kamado-style ceramic charcoal cooker. Kamado barbecue originates in southern Japan. The kamado first came to the attention of Americans after World War II when US Air Force servicemen brought them back from Japan in empty transport planes. The Big Green Egg Company was founded in 1974 by Ed Fisher and is based in Georgia. The shape of the Egg is designed to contain the heat with only a small draft door at the bottom, and a daisy wheel damper unit on the top to give air flow control and therefore temperature regulation. Between the base and the lid is a felt gasket designed to maximize moisture retention during long cookouts.
Prices vary by model and start at approximately $700. Big Green Egg barbecues have quite an enthusiastic following of amateur chefs and the collective name given these enthusiasts is ‘Eggheads.’ Every October there is a global gathering called ‘Eggtoberfest’ held at the company’s headquarters in Tucker, GA. In addition, numerous other Big Green Egg Festivals occur throughout the US and the world, called ‘EggFests.’
MacGyverisms
MacGyver is an American action-adventure television series, where the titular character employs his resourcefulness and knowledge of chemistry, physics, technology, and survival skills to resolve what are often life-or-death crises. He creates inventions from simple items to solve these problems. These inventions became synonymous with the character and were called MacGyverisms by fans. MacGyver was unlike secret agents in other television series and films because, instead of relying on high-tech weapons and tools, he carried only a Swiss Army knife and duct tape but never a gun. A boyhood friend of his was accidentally killed by a revolver, and MacGyver has avoided them since.
The show’s writers based MacGyver’s inventions on items they found on location, concepts from scientific advisers John Koivula and Jim Green, and real events. The show also offered a monetary prize to people who sent good ideas for the show. A young fan suggested that MacGyver could patch up a vehicle’s radiator by cracking an egg into it, and the episode ‘Bushmaster’ was constructed around this trick.
Form Constant
A form constant is one of several geometric patterns which are recurringly observed during hallucinations and altered states of consciousness. In 1926, psychologist Heinrich Klüver systematically studied the effects of mescaline on the subjective experiences of its users. In addition to producing hallucinations characterized by bright, ‘highly saturated’ colors and vivid imagery, Klüver noticed that mescaline produced recurring geometric patterns in different users. He called these patterns ‘form constants’ and categorized four types: lattices (including honeycombs, checkerboards, and triangles), cobwebs, tunnels, and spirals.
Klüver’s form constants have appeared in other drug-induced and naturally-occurring hallucinations, suggesting a similar physiological process underlying hallucinations with different triggers. Klüver’s form constants also appear in near-death experiences and sensory experiences of those with synesthesia. Other triggers include psychological stress, threshold consciousness(hypnagogia), insulin hypoglycemia, the delirium of fever, epilepsy, psychotic episodes, advanced syphilis, sensory deprivation, photostimulation, electrical stimulation, crystal gazing, migraine headaches, dizziness and a variety of drug-induced intoxications. These shapes may appear on their own or with eyes shut in the form of phosphenes, especially when exerting pressure against the closed eyelid.
Tetris Effect
The Tetris effect occurs when people devote sufficient time and attention to an activity that it begins to overshadow their thoughts, mental images, and dreams. People who play the video game Tetris for a prolonged amount of time may then find themselves thinking about ways different shapes in the real world can fit together, such as the boxes on a supermarket shelf or the buildings on a street. In this sense, the Tetris effect is a form of habit. They might also dream about falling Tetris shapes when drifting off to sleep or see images of falling Tetris shapes at the edges of their visual fields or when they close their eyes. In this sense, the Tetris effect is a form of hallucination or hypnagogic imagery.
The Tetris effect can occur with other video games, with any prolonged visual task (such as classifying cells on microscope slides, weeding, picking or sorting fruit, flipping burgers, driving long distances, or playing board games such as chess or go), and in other sensory modalities. For example, there is the tendency for a catchy tune to play out unbidden in one’s mind (an earworm). In kinesthesis, a person newly on land after spending long periods at sea may move with an unbidden rocking motion, having become accustomed to the ship making such movements (known as sea legs or mal de debarquement). Computer programmers and developers sometimes have similar experiences, and report dreaming about code when they sleep at night.
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Earworm
Earworm, a loan translation of the German ‘ohrwurm,’ is a portion of a song or other music that repeats compulsively within one’s mind, put colloquially as ‘music being stuck in one’s head.’ Use of the English translation was popularized by James Kellaris, a marketing researcher at the University of Cincinnati, and American cognitive psychologist Daniel Levitin. Kellaris’ studies demonstrated that different people have varying susceptibilities to earworms, but that almost everybody has been afflicted with one at some time or another. The psychoanalyst Theodor Reik used the term ‘haunting melody’ to describe the psychodynamic features of the phenomenon. The term Musical Imagery Repetition (MIR) was suggested by neuroscientist and pianist Sean Bennett in 2003 in a scientifically researched profile of the phenomenon. Another scientific term for the phenomenon, ‘involuntary musical imagery,’ or INMI, was suggested by the neurologist Oliver Sacks in 2007.
People with obsessive-compulsive disorder (OCD) are more likely to report being troubled by ear worms – in some cases, medications for OCD can minimize the effects. The best way to eliminate an unwanted earworm is to simply play a different song. Supposedly, some songs are better for this purpose than others, such as the theme song to ‘Gilligan’s Island’ or ‘The Lion Sleeps Tonight.’ Arthur C. Clarke’s 1956 short story ‘The Ultimate Melody’ offers up a science fictional explanation for the phenomenon. The story is about a scientist who develops the ultimate melody—one that so compels the brain that its listener becomes completely and forever enraptured by it. He succeeds, and is found in a catatonia from which he never awakens.
DJ Earworm
Jordan Roseman aka DJ Earworm is a San Francisco/London-based mashup artist who has achieved recognition for his technically sophisticated, songwriting oriented music and video mashups. His annual ‘United State of Pop’ mashups, short mixes featuring the top 25 songs of the year according to Billboard magazine, have reached the Top 100 for national radio play. He began making mashups recreationally in 2003 using ACID (he announced in 2008 that he had switched to Abelton Live). After encouragement from DJ Adrian at Club Bootie, Roseman created the moniker DJ Earworm (‘earworm’ referencing a song that repeats uncontrollably in one’s mind) and began releasing mashups.
DJ Earworm has a unique mashup style that consists of a compositional, songwriting approach. He gradually layers samples on top of one another, matching keys and subtly altering melodies. His mashups often convey an entirely new meaning than the original material, such as a political message in ‘No More Gas.’ He has been contrasted with mashup artist Girl Talk, who has a more DJ-oriented style. He is the author of Audio Mashup Construction Kit (2006), a how-to manual for creating mashups.
Card Sharp
A card sharp (or card shark) is a person who uses skill and deception to win at poker or other card games. The label is not always intended as pejorative, and is sometimes used to refer to practitioners of card tricks for entertainment purposes. The term has also taken on the meaning of ‘expert card gambler who takes advantage of less-skilled players,’ without implication of actual cheating at cards, in much the same way that ‘pool shark’ or ‘pool hustler’ can (especially when used by non-players) be intended to mean ‘skilled player’ rather than ‘swindler.’ A card sharp/shark may be a ’rounder’ who travels, seeking out high-stakes games in which to gamble.
Card sharps who cheat or perform tricks use methods to keep control of the order of the cards or sometimes to control one specific card. Most, if not all, of these methods employ sleight of hand. Essential skills are false shuffles and false cuts that appear to mix the deck but actually leave the cards in the same order. More advanced techniques include culling (manipulating desired cards to the top or bottom of the deck), and stacking (putting desired cards in position to be dealt). Dealing the cards can also be manipulated, by dealing either the bottom card from the deck or the second one from the top instead of the top card. These are called Bottom dealing and Second dealing, respectively. Dealing may also be done from the middle of the deck, known as the middle deal or center deal, but this is not as common.















