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Cake day: July 12th, 2023

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  • There is no clear definition of what constitutes a moon other than it being a body that orbits another body that orbits the parent star.

    There are some astronomers who say the dividing line between a moon-planet/dwarf planet/asteroid system and binary (or more) planet/dwarf planet/asteroid system is whether or not the barycenter of the orbits is within one of the bodies or not.

    And fun fact: if that definition gained acceptance, it would mean that the Pluto-Charon system would go from a dwarf planet-moon system to a binary dwarf planet system. Charon could get a promotion.












  • TNG: Drumhead, I, Borg, and Chain of command (or if you don’t want a two parter, take your pick of Q who, Measure of a Man, or Yesterday’s Enterprise)

    DS9: In the Pale Moonlight, Inquisition, and It’s Only a Paper Moon.

    VOY: Living Witness, Tuvix, and Year of Hell (or again, if you don’t want a two parter, go for Tinker Tenor Doctor Spy)

    TOS: The Devil in the Dark, The City on the Edge of Forever, and Mirror Mirror.

    ENT: Similitude, Regeneration, and In a Mirror Darkly (don’t really have a good non-two parter to suggest over In a Mirror, Enterprise doesn’t have a lot of great standalone episodes IMO)

    Movies: if you want to use these as examples, The Wrath of Khan for TOS and First Contact for TNG.

    And I don’t really have a list for LD, PIC, DIS, SNW, or PRO.

    Edit: for VOY, I might actually put Author, Author over Tinker, Tenor, Doctor, Spy.


  • VR gaming is still pretty niche and expensive if you want a truly good experience. There also haven’t really been any major advancements in the space since the Valve Index almost six years ago.

    Inside out tracking is still not where it needs to be and the base stations for outside in tracking are cumbersome.

    Additionally, for the full promise of VR gaming to be realized you really need accurate full body tracking to include full hand tracking, a compact, easily stowable, but accurate omnidirectional treadmill, and some way to do all of the tracking without the need for base stations.

    And all of that needs to be standardized across the industry.

    I too enjoy VR gaming, but there’s been basically no movement in the VR space in a long time, and to most people VR is a novelty at best. Unless someone gives us a decade’s worth of advancement inside of a year or two, I expect modern VR will go the way of the virtual boy. Only to be revived again in 20-30 years.


  • What’s wrong with the sentiment expressed in the headline? AI training is not and should not be considered fair use. Also, copyright laws are broken in the west, more so in the east.

    We need a global reform of copyright. Where copyrights can (and must) be shared among all creators credited on a work. The copyright must be held by actual people, not corporations (or any other collective entity), and the copyright ends after 30 years or when the all rights holders die, whichever happens first. That copyright should start at the date of initial publication. The copyright should be nontransferable but it should be able to be licensed to any other entity only with a majority consent of all rights holders. At the expiration of the copyright the work in question should immediately enter the public domain.

    And fair use should be treated similarly to how it is in the west, where it’s decided on a case-by-case basis, but context and profit motive matter.




  • No, definitely not modern, possibly a classic, though that term has some additional qualifications, so I’m not sure.

    But 1930 is chosen and is generally recognized as the cutoff for vintage cars by most collectors clubs and organizations, because that year marked a major industry wide shift, for consumers, manufacturers, and regulation, and while there have been relatively minor shifts in the industry, not much has really changed since.

    Similarly, 1994 (made a typo above) marked a similar transition, the PS1 was released that year, marking a shift to 3D graphics, the ESRB was established in the US, and consumer adoption reached a point where you could finally say video gaming was here to stay. And just like with the automotive industry in 1930, things in gaming shifted from a period of rapid experimentation, innovation, and regulation to a period of slow, gradual improvement along the lines established by the fifth generation of consoles in 1994.