A tiger team is a group of experts assigned to investigate and/or solve technical or systemic problems. The term may have originated in aerospace design but is also used in other settings, including information technology and emergency management. It has been described as ‘a team of undomesticated and uninhibited technical specialists, selected for their experience, energy, and imagination, and assigned to track down relentlessly every possible source of failure in a spacecraft subsystem.’ In security work, a tiger team is a specialized group that tests an organization’s ability to protect its assets by attempting to circumvent, defeat, or otherwise thwart that organization’s internal and external security. The term originated within the military to describe a team whose purpose is to penetrate security of ‘friendly’ installations to test security measures. It now more generally refers to any team that attacks a problem aggressively.
Many tiger teams are informally constituted through managerial edicts. One of these was set up in NASA circa 1966 to solve the ‘Apollo Navigation Problem. Technology at the time was unable to navigate Apollo at the level of precision mandated by the mission planners. Tests using radio tracking data were revealing errors of 2000 meters instead of the 200 that the mission required to safely land Apollo when descending from its lunar orbit. Five tiger teams were set up to find and correct the problem, one at each NASA center, from CalTech JPL in the west to Goddard SFC in the east. The Russians via Luna 10 were also well aware of this problem. The JPL found a solution in 1968; the problem was caused by the unexpectedly large local gravity anomalies on the moon arising from large ringed maria, mountain ranges and craters on the moon. This also led to the construction of the first detailed gravimetric map of a body other than the earth and the discovery of the lunar mass concentrations.
Tiger Team
Hack Value
Hack value is the notion among hackers that something is worth doing or is interesting. This is something that hackers often feel intuitively about a problem or solution; the feeling approaches the spiritual for some. An aspect of hack value is performing feats for the sake of showing that they can be done, even if others think it is difficult. Using things in a unique way outside their intended purpose is often perceived as having hack value. Examples are using a matrix printer to produce musical notes, using a flatbed scanner to take ultra-high-resolution photographs or using an optical mouse as barcode reader.
A solution or feat implies hack value if it is done in a way that has finesse or ingenuity. So creativity is an important part of the meaning. For example, picking a difficult lock has hack value; smashing a lock does not. By way of another example, proving Fermat’s last theorem by linking together most of modern mathematics has hack value; solving the four color map problem by exhaustively trying all possibilities does not (both of these have now in fact been proven).
Kludge
A kludge [klooj] is a workaround, a quick-and-dirty solution, a clumsy or inelegant, yet effective, solution to a problem, typically using parts that are cobbled together. The present word has alternate spellings (kludge and kluge) and pronunciations (rhyming with fudge and stooge respectively), and several proposed etymologies.
Kluge was common Navy slang in the WWII era for any piece of electronics that worked well on shore but consistently failed at sea. In aerospace design a kluge was a temporary design using separate commonly available components that were not flight worthy to proof the design.
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Grey Goo
Grey goo is a hypothetical end-of-the-world scenario involving nanotechnology in which out-of-control self-replicating robots consume all matter on Earth while building more of themselves, a scenario known as ecophagy (‘eating the environment’).
Self-replicating machines of the macroscopic variety were originally described by mathematician John von Neumann, and are sometimes referred to as von Neumann machines.
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Cyberdelic
Cyberdelic refers to immersion in cyberspace as a psychedelic experience; the fusion of cyberculture and the psychedelic subculture; psychedelic art created by calculating fractal objects; and trance music parties. Timothy Leary, an advocate of psychedelic drug use who became a cult figure of the hippies in the 1960s, reemerged in the 1980s as a spokesperson of the cyberdelic counterculture, whose adherents called themselves ‘cyberpunks,’ and became one of the most philosophical promoters of personal computers, the Internet, and immersive virtual reality. Leary proclaimed that the ‘PC is the LSD of the 1990s’ and admonished bohemians to ‘turn on, boot up, jack in.’
In contrast to the hippies of the 60s who were decidedly antiscience and antitechnology, the cyberpunks of the 80s and 90s ecstatically embraced technology and the hacker ethic. They believed that high technology (and smart drugs) could help human beings overcome all limits, that it could liberate them from authority and even enable them to transcend space, time, and body. They often expressed their ethos and aesthetics through cyberart and reality hacking.
Ray Kurzweil
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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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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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.















