To determine which words are the most "metal", this data scientist wrote a program to sift through more than 22,000 albums to find the words most frequently used in heavy metal songs compared to their use in standard English. "Burn" is the most metal word, followed by "cries", "veins", "eternity", "breathe", and "beast". The least metal words?
If you were to run an analysis on what I've written at kottke.org, I doubt it would be particularly metal. \m/
Amazon has introduced a new feature called Interesting Finds. Like Canopy or Very Goods (or Svpply, RIP), it presents a curated view of Amazon's vast selection. Looks great for finding gifts...wish it had a tab for kids stuff. (I got my 9-yo son a ladder ball set for his recent birthday. Success!)
Now that Donald Trump's officially the Republican candidate, here's a summary of how a party once led by Abraham Lincoln came to select Mr. Orange as their #1. The Republican Party hasn't been "the party of Lincoln" for many decades now, but I'm sure Abe is spinning particularly rapidly in his grave over his party's latest turn. (As I'm sure Andrew Jackson and Jefferson Davis have been doing as well over the past eight years.)
This is a beautifully shot video of the process for making tennis balls, from what looks like bread dough in the first steps to stamping the logo on the ball right before it goes into the canister.
I was commissioned to make a film and shoot a set of images by ESPN for Wilson, to show the manufacturing process of their tennis balls for the US Open. We flew to the factory, shot the film and stills in one day then flew home. Its an amazingly complex manufacture, requiring 24 different processes to make the final ball. It was hot, loud and the people who worked there, worked fast. So much beauty in each stage. I love the mechanics of how things are made, it fills me with great pleasure.
I love the little hand-clasper bots that put the yellow felt on the balls. One question though: the entire video is shot at normal speed, but the people putting the felt on the balls, that seemed sped up. But maybe they were just moving that fast?
Speaking of, feel free to have many possibly conflicting feelings about the people making the balls and their inevitable future replacement by a fully automated system. I know I did! (thx, damien)
For a project called Tag Clouds, street artist Mathieu Tremblin paints over graffiti tags and makes them more legible. The result looks like when Word says that the Hardkaze and Aerosol fonts are used in the document you're trying to open but are missing from your computer and you click OK to replace them with whatever's available. I think the font above is Arial, which is perfect. I also like this faux-watermark piece he did:
Prince's iconic symbol was originally designed by Martha Kurtz and Dale Hughes (based on an initial concept by Lizz Frey) for use in a 1992 music video and Hughes shared a bunch of the original files and thinking that went into its design.
The day before Prince was scheduled to view HDMG's latest edit of the video, Mitch Monson (HDMG partner/video graphics artist) asked Martha and me if we could create an animated 3D logo to use as a close to the video.... by tomorrow.
Umm, okay, and what do you have to work with?
Well, we have these drawings that Lizz has been working on...
(via do I even need to tell you)
Last night, I finished OJ: Made in America, ESPN's 8-hour documentary series about OJ Simpson. Prior to starting the series, I would rather have poked an eye out than spend another second of my life thinking about OJ Simpson; I'd gotten my fill back in the 90s. But I'd heard so many good things about it that I gave it a shot. Pretty quickly, you realize this is not just the biography of a man or the story of a trial but is a deep look at racism, policing, and celebrity in the US. OJ: Made in America is excellent and I recommend it unreservedly. From Brian Tallerico's review:
Ezra Edelman's stunningly ambitious, eight-hour documentary is a masterpiece, a refined piece of investigative journalism that places the subject it illuminates into the broader context of the end of the 20th century. You may think you know everything about The Trial of the Century, especially if you watched FX's excellent "The People vs. OJ Simpson: American Crime Story," but "OJ: Made in America" not only fills in details about the case but offers background and commentary that you've never heard before. It is an examination of race, domestic abuse, celebrity, civil rights, the LAPD, the legal process and murder over the last fifty years, using the OJ Simpson story as a way to refract society. Its length may seem daunting, but I would have watched it for another eight hours and will almost certainly watch it again before the summer is over. It's that good.
The only real criticism I have of the series is that the treatment of women in America should have been explored more, on the same level as racism and celebrity. A.O. Scott picked up on this in his NY Times review:
It is hard not to notice the predominance of male voices among the interview subjects, and the narrowness of the film's discussion of domestic violence. This is not to say that the issue is ignored: Mr. Simpson's history of abusing Nicole is extensively and graphically documented, as is the fact that most of his friends ignored what was going on at their Rockingham estate. But the film, which so persuasively treats law enforcement racism as a systemic problem, can't figure out how to treat violence against women with the same kind of rigor or nuance.
A fuller discussion of domestic violence in the US and misogyny in sports would have provided another powerful, reinforcing aspect of the story.
The Complacent Class is a forthcoming book by Tyler Cowen.
Since Alexis de Tocqueville, restlessness has been accepted as a signature American trait. Our willingness to move, take risks, and adapt to change have produced a dynamic economy and a tradition of innovation from Ben Franklin to Steve Jobs.
The problem, according to legendary blogger, economist and bestselling author Tyler Cowen, is that Americans today have broken from this tradition -- we're working harder than ever to avoid change. We're moving residences less, marrying people more like ourselves and choosing our music and our mates based on algorithms that wall us off from anything that might be too new or too different. Match.com matches us in love. Spotify and Pandora match us in music. Facebook matches us to just about everything else.
Of course, this "matching culture" brings tremendous positives: music we like, partners who make us happy, neighbors who want the same things. We're more comfortable. But, according to Cowen, there are significant collateral downsides attending this comfort, among them heightened inequality and segregation and decreased incentives to innovate and create.
Cowen is also releasing another book called Stubborn Attachments: A Vision for a Society of Free, Prosperous, and Responsible Individuals.
In that work, I outline a true and objectively valid case for a free and prosperous society, and consider the importance of economic growth for political philosophy, how and why the political spectrum should be reconfigured, how we should think about existential risk, what is right and wrong in Parfit and Nozick and Singer and effective altruism, how to get around the Arrow Impossibility Theorem, to what extent individual rights can be absolute, how much to discount the future, when redistribution is justified, whether we must be agnostic about the distant future, and most of all why we need to "think big."
It is only available by emailing him that you've pre-ordered The Complacent Class. Oh, and a reminder about how I (try to) read books.
I really like Sherlock, but a little less so every season...and this trailer seems to point in what I feel is a bad direction. Why does everything have to be so cartoonishly big and important? This isn't James Bond with the entire world under imminent threat every 12 months from some heretofore unknown super-villain who is in charge of a global cabal of baddies that suddenly materialized, fully formed, out of nowhere. To be fair, Sherlock is far from the only show/movie series that does this (and to be more fair, they do it less than most), but the constant raising of the stakes is lazy writing and leads only into a corner.
The two most suspenseful movies I saw last year were Mad Max: Fury Road and Spotlight. Both focused on relatively small actions -- the rescue and survival of five women in the former and the gathering of long hidden truths about the Catholic Church in the latter -- and both were edge-of-your-seat the entire time. And the movie about journalism (journalism!) was actually the more suspenseful of the two, even though I knew the outcome the entire time. That's excellent writing. I know the Sherlock team is capable of excellent writing -- it's one of the most inventive shows out there -- and I hope this season will be more interesting than the OH MY GOD THE WORLD IS ENDING AND ONLY SHERLOCK CAN SAVE US vibe I'm getting from the trailer. TL;DR: the trailer for a TV show is too exciting. (Oh brother.)
When you put a vacuum cleaner and a harmonica together, you get something that sounds a lot like the THX intro sound. This make me laugh SO HARD. See also the shovel that sounds like the Smells Like Teen Spirit intro.
NASA recently released a time lapse video of the Earth constructed from over 3000 still photographs taken over the course of a year. The photos were taken by a camera mounted on the NOAA's DSCOVR satellite, which is perched above the Earth at Lagrange point 1.
Wait, have we talked about Lagrange points yet? Lagrange points are positions in space where the gravity of the Sun and the Earth (or between any two large things) cancel each other out. The Sun and the Earth pull equally on objects at these five points.
L1 is about a million miles from Earth directly between the Sun and Earth and anything that is placed there will hover there relative to the Earth forever (course adjustments for complicated reasons aside). It is the perfect spot for a weather satellite with a cool camera to hang out, taking photos of a never-dark Earth. In addition to DSCOVR, at least five other spacecraft have been positioned at L1.
L2 is about a million miles from the Earth directly opposite L1. The Earth always looks dark from there and it's mostly shielded from solar radiation. Five spacecraft have lived at L2 and several more are planned, including the sequel to the Hubble Space Telescope. Turns out that the shadow of the Earth is a good place to put a telescope.
L3 is opposite the Earth from the Sun, the 6 o'clock to the Earth's high noon. This point is less stable than the other points because the Earth's gravitational influence is very small and other bodies (like Venus) periodically pass near enough to yank whatever's there out, like George Clooney strolling through a country club dining room during date night.
And quoting Wikipedia, "the L4 and L5 points lie at the third corners of the two equilateral triangles in the plane of orbit whose common base is the line between the centers of the [Earth and Sun]". No spacecraft have ever visited these points, but they are home to some interplanetary dust and asteroid 2010 TK7, which orbits around L4. Cool! (via slate)
Life-long Lego fan Joel Carron recently analyzed a data set containing the types, colors, and number of pieces in every Lego set from the past 67 years and graphed the results. The shift in colors is the most striking thing to me: Legos are graying.
Legos have gotten darker, with white giving way to black and gray. The transition from the old grays to the current bluish grays (or "bley") is a hot-button topic for many Lego fans.
If you look at the dominant color palettes for all of the tie-in sets they're doing now, it's not difficult to see where those darker colors are coming from.
From stop motion video wizard PES, the death scenes from five classic video games like Centipede and Asteroids recreated in stop motion using everyday objects like cupcakes, pizza, watches, and croquet balls.
In a short video, Joss Fong and Dion Lee of Vox explore how free mobile games are engineered to make money using behavioral psychology.
By collecting troves of data on how users play their games, developers have mastered the science of applied addiction. And with the rise of "freemium" games that rely on micro-transactions, they have good reason to deploy the tools of behavioral psychology to inspire purchases.
Back in 2013, Ramin Shokrizade explained The Top F2P Monetization Tricks:
To maximize the efficacy of a coercive monetization model, you must use a premium currency, ideally with the ability to purchase said currency in-app. Making the consumer exit the game to make a purchase gives the target's brain more time to figure out what you are up to, lowering your chances of a sale. If you can set up your game to allow "one button conversion", such as in many iOS games, then obviously this is ideal. The same effect is seen in real world retail stores where people buying goods with cash tend to spend less than those buying with credit cards, due to the layering effect.
Purchasing in-app premium currency also allows the use of discounting, such that premium currency can be sold for less per unit if it is purchased in bulk. Thus a user that is capable of doing basic math (handled in a different part of the brain that develops earlier) can feel the urge to "save money" by buying more. The younger the consumer, the more effective this technique is, assuming they are able to do the math. Thus you want to make the numbers on the purchase options very simple, and you can also put banners on bigger purchases telling the user how much more they will "save" on big purchases to assist very young or otherwise math-impaired customers.
Having the user see their amount of premium currency in the interface is also much less anxiety generating, compared to seeing a real money balance. If real money was used (no successful game developer does this) then the consumer would see their money going down as they play and become apprehensive. This gives the consumer more opportunities to think and will reduce revenues.
Mike Rose also discussed the psychological aspect of freemium games in Chasing the Whale: Examining the ethics of free-to-play games:
On the topic of in-app purchases, Griffiths says, "The introduction of in-game virtual goods and accessories (that people pay real money for) was a psychological masterstroke."
"It becomes more akin to gambling, as social gamers know that they are spending money as they play with little or no financial return," he continues. "The one question I am constantly asked is why people pay real money for virtual items in games like FarmVille. As someone who has studied slot machine players for over 25 years, the similarities are striking."
Griffiths argues that the real difference between pure gambling games and some free-to-play games is the fact that gambling games allow you to win your money back, adding an extra dimension that can potentially drive revenues even further.
Update: In 2009, Chris Anderson wrote a book called Free: The Future of a Radical Price in which he argued that freemium was going to be an important business model.
The online economy offers challenges to traditional businesses as well as incredible opportunities. Chris Anderson makes the compelling case that in many instances businesses can succeed best by giving away more than they charge for. Known as "Freemium," this combination of free and paid is emerging as one of the most powerful digital business models. In Free, Chris Anderson explores this radical idea for the new global economy and demonstrates how it can be harnessed for the benefit of consumers and businesses alike. In the twenty-first century, Free is more than just a promotional gimmick: It's a business strategy that is essential to a company's successful future.
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