How the 8.5” x 11” Piece of Paper Got Its Size
Why do we use a paper size that is so unfriendly for the basic task of reading? According to a very interesting post by Paul Stanley, the rough dimensions of office paper evolved to accommodate handwriting and typewriters with monospaced fonts, both of which rendered many fewer characters per line. “Typewriters,” he explains, “produced 10 or 12 characters per inch: so on (say) 8.5 inch wide paper, with 1 inch margins, you had 6.5 inches of type, giving … around 65 to 78 characters.” This, he says, is “pretty close to ideal.”
Read more. [Image: Picsfive/Shutterstock]
First Person Tutor is a game about *grading papers*, lock, stock, and two smoking inkwells
So this is another Stuxnet by Israel/US?
The analysis reinforces theories that researchers from Kaspersky Lab, CrySyS Lab, and Symantec published almost two weeks ago. Namely, Flame could only have been developed with the backing of a wealthy nation-state. … “It’s not a garden-variety collision attack, or just an implementation of previous MD5 collisions papers—which would be difficult enough,” Matthew Green, a professor specializing in cryptography in the computer science department at Johns Hopkins University, told Ars. “There were mathematicians doing new science to make Flame work.”
As Hammond explained what he did, the critic became agitated. Times are tough enough in journalism, he said, and now you’re going to replace writers with robots? “I just looked at him,” Hammond recalls, “and asked him: Have you ever seen a reporter at a Little League game? That’s the most important thing about us. Nobody has lost a single job because of us.” At least not yet.
A House subcommittee has passed the Global Online Freedom Act (GOFA), which would require disclosure from companies about their human rights practices and limit the export of technologies that “serve the primary purpose of” facilitating government surveillance or censorship to countries designated as “Internet-restricting.”
Sarah and I have been enjoying Glitch for a while now. Reviews are usually positive although occasionally biting (but mostly accurate).
I enjoy Glitch as a game of exploration: exploring the game's lands with hidden and secret rooms, and exploring the games skills and game mechanics. The issue with my enjoyment coming from exploration is that after I've explored all streets and learned all skills I've got nothing left to do. But I've found that even after that I can have fun writing client side JavaScript against Glitch's web APIs making tools (I work on the Glitch Helperator) for use in Glitch. And on a semi-regular basis they add new features reviving my interest in the game itself.
Space Quest II remake and a Space Quest 7!
Game Center Lecture Series- Erik Wolpaw from NYU Game Center on Vimeo.