Paranoia (role-playing game)

Paranoia (role-playing game)

Paranoia is a dystopian science-fiction tabletop role-playing game originally designed and written by Greg Costikyan, Dan Gelber, and Eric Goldberg, and first published in 1984 by West End Games. Since 2004 the game has been published under license by Mongoose Publishing. The game won the Origins Award for Best Roleplaying Rules of 1984 and was inducted into the Origins Awards Hall of Fame in 2007. Paranoia is notable among tabletop games for being more competitive than co-operative, with players encouraged to betray one another for their own interests, as well as for keeping a light-hearted, tongue in cheek tone despite its dystopian setting. Several editions of the game have been published since the original version, and the franchise has spawned several spin-offs, novels and comic books based on the game. == Premise == The game is set in a dystopian future city controlled by the Computer (also known as "Friend Computer"), and where information (including the game rules) are restricted by color-coded "security clearance". Player characters are initially enforcers of the Computer's authority known as Troubleshooters, and are given missions to seek out and eliminate threats to the Computer's control. They are also part of prohibited underground movements, and have secret objectives including theft from and murder of other player characters. == Tone == Paranoia is a humorous role-playing game set in a dystopian future along the lines of Nineteen Eighty-Four, Brave New World, Logan's Run, and THX 1138; however, the tone of the game is rife with black humor, frequently tongue-in-cheek rather than dark and heavy. Most of the game's humor is derived from the players' (usually futile) attempts to complete their assignment while simultaneously adhering to the Computer's arbitrary, contradictory and often nonsensical security directives. The Paranoia rulebook is unusual in a number of ways; demonstrating any knowledge of the rules is forbidden, and most of the rulebook is written in an easy, conversational tone that often makes fun of the players and their characters, while occasionally taking digs at other notable role-playing games. === Setting === The game's main setting is an immense, futuristic city called Alpha Complex. Alpha Complex is controlled by the Computer, a civil service AI construct (a literal realization of the "Influencing Machine" that some schizophrenics fear). The Computer serves as the game's principal antagonist, and fears a number of threats to its 'perfect' society, such as the Outdoors, mutants, and secret societies (especially Communists). To deal with these threats, the Computer employs Troubleshooters, whose job is to go out, find trouble, and shoot it. Player characters are usually Troubleshooters, although later game supplements have allowed the players to take on other roles, such as High-Programmers of Alpha Complex. The player characters frequently receive mission instructions from the Computer that are incomprehensible, self-contradictory, or obviously fatal if adhered to, and side-missions (such as Mandatory Bonus Duties) that conflict with the main mission. Failing a mission generally results in termination of the player character, but succeeding can just as often result in the same fate, after being rewarded for successfully concluding the mission. They are issued equipment that is uniformly dangerous, faulty, or "experimental" (i.e., almost certainly dangerous and faulty). Additionally, each player character is generally an unregistered mutant and a secret society member (which are both termination offenses in Alpha Complex), and has a hidden agenda separate from the group's goals, often involving stealing from or killing teammates. Thus, missions often turn into a comedy of errors, as everyone on the team seeks to double-cross everyone else while keeping their own secrets. The game's manual encourages suspicion between players, offering several tips on how to make the gameplay as paranoid as possible. Every player's character is assigned six clones, known as a six-pack, which are used to replace the preceding clone upon his or her death. The game lacks a conventional health system; most wounds the player characters can suffer are assumed to be fatal. As a result, Paranoia allows characters to be routinely killed, yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character's clone family. Additional clones can be purchased if one gains sufficient favour with the Computer. === Security clearances === Paranoia features a security clearance system based on colors of the visible spectrum which heavily restricts what the players can and cannot legally do; everything from corridors to food and equipment have security restrictions. The lowest rating is Infrared, but the lowest playable security clearance is Red; the game usually begins with the characters having just been promoted to Red grade. Interfering with anything which is above that player's clearance carries significant risk. The full order of clearances from lowest to highest is Infrared (visually represented by black), Red, Orange, Yellow, Green, Blue, Indigo, Violet, and Ultraviolet (visually represented by white). Within the game, Infrared-clearance citizens live dull lives of mindless drudgery and are heavily medicated, while higher clearance characters may be allowed to demote or even summarily execute those of a lower rank and those with Ultraviolet clearance are almost completely unrestricted and have a great deal of access to the Computer; they are the only citizens that may (legally) access and modify the Computer's programming, and thus Ultraviolet citizens are also referred to as "High Programmers". Security clearance is not related to competence but is instead the result of the Computer's often insane and unjustified calculus of trust concerning a citizen. It is suggested that it may in fact be the High Programmers' meddling with The Computer's programming that resulted in its insanity. === Secret societies === In the game, secret societies tend to be based on sketchy and spurious knowledge of historical matters. For example, previous editions included societies such as the "Seal Club" that idolizes the Outdoors but is unsure what plants and animals actually look like. Other societies include the Knights of the Circular Object (based on the Knights of the Round Table), the Trekkies, and the First Church of Christ Computer Programmer. In keeping with the theme of paranoia, many secret societies have spies or double agents in each other's organizations. The first edition also included secret societies such as Programs Groups (the personal agents and spies of the High Programmers at the apex of Alpha Complex society) and Spy For Another Alpha Complex. The actual societies which would be encountered in a game depends on the play style; some societies are more suited for more light-hearted games (Zap-style, or the lighter end of Classic), whereas others represent a more serious threat to Alpha Complex and are therefore more suitable for Straight or the more dark sort of Classic games. == Publication history == Six editions have been published. Three of these were published by West End Games — the first, second, and fifth editions — whereas the later three editions (Paranoia XP, the 25th Anniversary edition and the "Red Clearance" edition) were published by Mongoose Publishing. In addition to these six published editions, it is known that West End Games were working on a third edition — to replace the poorly received fifth edition — in the late 1990s, but their financial issues would prevent this edition from being published, except for being included in one tournament adventure. === First edition === The first edition, was written by Greg Costikyan, Dan Gelber, and Eric Goldberg, and published in 1984 by West End Games. In 1985, this edition of Paranoia won the Origins Award for Best Roleplaying Rules of 1984. This edition, while encouraging dark humour in-game, took a fairly serious dystopian tone; the supplements and adventures released to accompany it emphasised the lighter side, however, establishing the freewheeling mix of slapstick, intra-team backstabbing and satire that is classically associated with a game of Paranoia. === Second edition === The second edition, is credited to Costikyan, Gelber, Goldberg, Ken Rolston, and Paul Murphy, was published in 1987 by West End Games. This edition can be seen as a response to the natural development of the line towards a rules-light, fast and entertaining play style. Here, the humorous possibilities of life in a paranoid dystopia are emphasised, and the rules are simplified. ==== Metaplot and the second edition ==== Many of the supplements released for the second edition fall into a story arc set up by new writers and line editors

Logic form

Logic forms are simple, first-order logic knowledge representations of natural language sentences formed by the conjunction of concept predicates related through shared arguments. Each noun, verb, adjective, adverb, pronoun, preposition and conjunction generates a predicate. Logic forms can be decorated with word senses to disambiguate the semantics of the word. There are two types of predicates: events are marked with e, and entities are marked with x. The shared arguments connect the subjects and objects of verbs and prepositions together. Example input/output might look like this: Input: The Earth provides the food we eat every day. Output: Earth:n_#1(x1) provide:v_#2(e1, x1, x2) food:n_#1(x2) we(x3) eat:v_#1(e2, x3, x2; x4) day:n_#1(x4) Logic forms are used in some natural language processing techniques, such as question answering, as well as in inference both for database systems and QA systems.

International Road Traffic and Accident Database

The International Road Traffic and Accident Database (IRTAD) is an initiative dedicated to compiling and analyzing global road crash data. It is managed by the International Transport Forum (ITF) under the auspices of its permanent working group, which specializes in road safety, commonly referred to as the IRTAD Group. The primary objective of IRTAD is to provide a robust empirical basis for international comparisons in the field of road safety and to offer data to support the formulation of effective road safety policies. == Data availability == A portion of the data gathered by IRTAD is accessible for free through the OECD statistics website, however the remaining data requires a subscription for access. == History == The IRTAD database was originally started in 1988 by Germany's Federal Institution for Roads (BASt) in response to demands for international comparative data. It was later taken over and expanded by the International Transport Forum and has grown to be an important resource for comparing road safety metrics between countries worldwide, although mostly in the developed world. Every year, the ITF publishes comparative and country-by-country road safety data gathered for the IRTAD database and analysed by the IRTAD Group in the ITF Road Safety Annual Report, informally known as "IRTAD Report". Over the years, the IRTAD acronym has come to stand not only for the database, but also for the Traffic Safety Data and Analysis Group (usually referred to as IRTAD Group). The IRTAD Group is the International Transport Forum's permanent working group on road safety. It consists of a group of international road safety experts drawn from national road administrations, road safety research institutes, International organizations, automobile associations, insurance companies, car manufacturers and other road safety stakeholders. The IRTAD Group is a major forum for international road safety collaboration and exchange of best practices. Its focus is on improving road safety data as a basis for targeting interventions that are effective in reducing the number of road deaths and serious traffic injuries. The work of IRTAD, among that of others, has spawned the creation of road safety observatories for different world regions: the Ibero-American Road Safety Observatory Archived 2020-06-28 at the Wayback Machine (OISEVI), the African Road Safety Observatory Archived 2020-06-10 at the Wayback Machine, and the South-East Asian Road Safety Observatory. The ITF supports OISEVI through the Spanish-language IRTAD-LAC database and is actively involved in the implementation of the African and South East-Asian observatories. The genesis of the road safety observatory movement dates back to 2008, when the ITF, via IRTAD, began to facilitate twinning between countries striving to improve their road safety record and countries with high road safety performance. The initial twinning was between Jamaica and the United Kingdom. This work was supported by the World Bank, the Inter-American Development Bank (IADB) and the FIA Foundation. The twinning between Argentina and Spain in 2011 led to the creation of OISEVI. To this day, the ITF supports OISEVI through the Spanish-language IRTAD-LAC database. In 2006, the ITF set up Safer City Streets, a global traffic safety network for cities that replicates the successful IRTAD approach for urban road safety.

Shader lamps

Shader lamps is a computer graphic technique used to change the appearance of physical objects. The still or moving objects are illuminated, using one or more video projectors, by static or animated texture or video stream. The method was invented at University of North Carolina at Chapel Hill by Ramesh Raskar, Greg Welch, Kok-lim Low and Deepak Bandyopadhyay in 1999 [1] as a follow on to Spatial Augmented Reality [2] also invented at University of North Carolina at Chapel Hill in 1998 by Ramesh Raskar, Greg Welch and Henry Fuchs. A 3D graphic rendering software is typically used to compute the deformation caused by the non perpendicular, non-planar or even complex projection surface. Complex objects (or aggregation of multiple simple objects) create self shadows that must be compensated by using several projectors. The objects are typically replaced by neutral color ones, the projection giving all its visual properties, thus the name shader lamps. The technique can be used to create a sense of invisibility, by rendering transparency. The object is illuminated not by a replacement of its own visual properties, but by the corresponding visual surface placed behind the object as seen from an arbitrary viewing point.

Multi-exposure HDR capture

In photography and videography, multi-exposure HDR capture is a technique that creates high dynamic range (HDR) images (or extended dynamic range images) by taking and combining multiple exposures of the same subject matter at different exposures. Combining multiple images in this way results in an image with a greater dynamic range than what would be possible by taking one single image. The technique can also be used to capture video by taking and combining multiple exposures for each frame of the video. The term "HDR" is used frequently to refer to the process of creating HDR images from multiple exposures. Many smartphones have an automated HDR feature that relies on computational imaging techniques to capture and combine multiple exposures. A single image captured by a camera provides a finite range of luminosity inherent to the medium, whether it is a digital sensor or film. Outside this range, tonal information is lost and no features are visible; tones that exceed the range are "burned out" and appear pure white in the brighter areas, while tones that fall below the range are "crushed" and appear pure black in the darker areas. The ratio between the maximum and the minimum tonal values that can be captured in a single image is known as the dynamic range. In photography, dynamic range is measured in exposure value (EV) differences, also known as stops. The human eye's response to light is non-linear: halving the light level does not halve the perceived brightness of a space, it makes it look only slightly dimmer. For most illumination levels, the response is approximately logarithmic. Human eyes adapt fairly rapidly to changes in light levels. HDR can thus produce images that look more like what a human sees when looking at the subject. This technique can be applied to produce images that preserve local contrast for a natural rendering, or exaggerate local contrast for artistic effect. HDR is useful for recording many real-world scenes containing a wider range of brightness than can be captured directly, typically both bright, direct sunlight and deep shadows. Due to the limitations of printing and display contrast, the extended dynamic range of HDR images must be compressed to the range that can be displayed. The method of rendering a high dynamic range image to a standard monitor or printing device is called tone mapping; it reduces the overall contrast of an HDR image to permit display on devices or prints with lower dynamic range. == Benefits == One aim of HDR is to present a similar range of luminance to that experienced through the human visual system. The human eye, through non-linear response, adaptation of the iris, and other methods, adjusts constantly to a broad range of luminance present in the environment. The brain continuously interprets this information so that a viewer can see in a wide range of light conditions. Most cameras are limited to a much narrower range of exposure values within a single image, due to the dynamic range of the capturing medium. With a limited dynamic range, tonal differences can be captured only within a certain range of brightness. Outside of this range, no details can be distinguished: when the tone being captured exceeds the range in bright areas, these tones appear as pure white, and when the tone being captured does not meet the minimum threshold, these tones appear as pure black. Images captured with non-HDR cameras that have a limited exposure range (low dynamic range, LDR), may lose detail in highlights or shadows. Modern CMOS image sensors have improved dynamic range and can often capture a wider range of tones in a single exposure reducing the need to perform multi-exposure HDR. Color film negatives and slides consist of multiple film layers that respond to light differently. Original film (especially negatives versus transparencies or slides) feature a very high dynamic range (in the order of 8 for negatives and 4 to 4.5 for positive transparencies). Multi-exposure HDR is used in photography and also in extreme dynamic range applications such as welding or automotive work. In security cameras the term "wide dynamic range" is used instead of HDR. === Limitations === A fast-moving subject, or camera movement between the multiple exposures, will generate a "ghost" effect or a staggered-blur strobe effect due to the merged images not being identical. Unless the subject is static and the camera mounted on a tripod there may be a tradeoff between extended dynamic range and sharpness. Sudden changes in the lighting conditions (strobed LED light) can also interfere with the desired results, by producing one or more HDR layers that do have the luminosity expected by an automated HDR system, though one might still be able to produce a reasonable HDR image manually in software by rearranging the image layers to merge in order of their actual luminosity. Because of the nonlinearity of some sensors image artifacts can be common. Camera characteristics such as gamma curves, sensor resolution, noise, photometric calibration and color calibration affect resulting high-dynamic-range images. == Process == High-dynamic-range photographs are generally composites of multiple standard dynamic range images, often captured using exposure bracketing. Afterwards, photo manipulation software merges the input files into a single HDR image, which is then also tone mapped in accordance with the limitations of the planned output or display. === Capturing multiple images (exposure bracketing) === Any camera that allows manual exposure control can perform multi-exposure HDR image capture, although one equipped with automatic exposure bracketing (AEB) facilitates the process. Some cameras have an AEB feature that spans a far greater dynamic range than others, from ±0.6 in simpler cameras to ±18 EV in top professional cameras, as of 2020. The exposure value (EV) refers to the amount of light applied to the light-sensitive detector, whether film or digital sensor such as a CCD. An increase or decrease of one stop is defined as a doubling or halving of the amount of light captured. Revealing detail in the darkest of shadows requires an increased EV, while preserving detail in very bright situations requires very low EVs. EV is controlled using one of two photographic controls: varying either the size of the aperture or the exposure time. A set of images with multiple EVs intended for HDR processing should be captured only by altering the exposure time; altering the aperture size also would affect the depth of field and so the resultant multiple images would be quite different, preventing their final combination into a single HDR image. Multi-exposure HDR photography generally is limited to still scenes because any movement between successive images will impede or prevent success in combining them afterward. Also, because the photographer must capture three or more images to obtain the desired luminance range, taking such a full set of images takes extra time. Photographers have developed calculation methods and techniques to partially overcome these problems, but the use of a sturdy tripod is advised to minimize framing differences between exposures. === Merging the images into an HDR image === Tonal information and details from shadow areas can be recovered from images that are deliberately overexposed (i.e., with positive EV compared to the correct scene exposure), while similar tonal information from highlight areas can be recovered from images that are deliberately underexposed (negative EV). The process of selecting and extracting shadow and highlight information from these over/underexposed images and then combining them with image(s) that are exposed correctly for the overall scene is known as exposure fusion. Exposure fusion can be performed manually, relying on the HDR operator's judgment, experience, and training, but usually, fusion is performed automatically by software. === Storing === Information stored in high-dynamic-range images typically corresponds to the physical values of luminance or radiance that can be observed in the real world. This is different from traditional digital images, which represent colors as they should appear on a monitor or a paper print. Therefore, HDR image formats are often called scene-referred, in contrast to traditional digital images, which are device-referred or output-referred. Furthermore, traditional images are usually encoded for the human visual system (maximizing the visual information stored in the fixed number of bits), which is usually called gamma encoding or gamma correction. The values stored for HDR images are often gamma compressed using mathematical functions such as power laws logarithms, or floating point linear values, since fixed-point linear encodings are increasingly inefficient over higher dynamic ranges. HDR images often do not use fixed ranges per color channel, other than traditional images, to represent many more colors over a much wi

Airfair

AirFair was a mobile travel application that checks flights, and shows whether a traveler is owed compensation. == History == AirFair was developed in 2016 by Allay Logic Ltd; a Newcastle-based tech-company. == Services == AirFair offered a free flight check to see if compensation is owed. The app could indicate how much the person is owed within minutes whether the flight was delayed, cancelled or the traveler is refused boarding.

Geometric primitive

In vector computer graphics, CAD systems, and geographic information systems, a geometric primitive (or prim) is the simplest (i.e. 'atomic' or irreducible) geometric shape that the system can handle (draw, store). Sometimes the subroutines that draw the corresponding objects are called "geometric primitives" as well. The most "primitive" primitives are point and straight line segments, which were all that early vector graphics systems had. In constructive solid geometry, primitives are simple geometric shapes such as a cube, cylinder, sphere, cone, pyramid, torus. Modern 2D computer graphics systems may operate with primitives which are curves (segments of straight lines, circles and more complicated curves), as well as shapes (boxes, arbitrary polygons, circles). A common set of two-dimensional primitives includes lines, points, and polygons, although some people prefer to consider triangles primitives, because every polygon can be constructed from triangles (polygon triangulation). All other graphic elements are built up from these primitives. In three dimensions, triangles or polygons positioned in three-dimensional space can be used as primitives to model more complex 3D forms. In some cases, curves (such as Bézier curves, circles, etc.) may be considered primitives; in other cases, curves are complex forms created from many straight, primitive shapes. == Common primitives == The set of geometric primitives is based on the dimension of the region being represented: Point (0-dimensional), a single location with no height, width, or depth. Line or curve (1-dimensional), having length but no width, although a linear feature may curve through a higher-dimensional space. Planar surface or curved surface (2-dimensional), having length and width. Volumetric region or solid (3-dimensional), having length, width, and depth. In GIS, the terrain surface is often spoken of colloquially as "2 1/2 dimensional," because only the upper surface needs to be represented. Thus, elevation can be conceptualized as a scalar field property or function of two-dimensional space, affording it a number of data modeling efficiencies over true 3-dimensional objects. A shape of any of these dimensions greater than zero consists of an infinite number of distinct points. Because digital systems are finite, only a sample set of the points in a shape can be stored. Thus, vector data structures typically represent geometric primitives using a strategic sample, organized in structures that facilitate the software interpolating the remainder of the shape at the time of analysis or display, using the algorithms of Computational geometry. A Point is a single coordinate in a Cartesian coordinate system. Some data models allow for Multipoint features consisting of several disconnected points. A Polygonal chain or Polyline is an ordered list of points (termed vertices in this context). The software is expected to interpolate the intervening shape of the line between adjacent points in the list as a parametric curve, most commonly a straight line, but other types of curves are frequently available, including circular arcs, cubic splines, and Bézier curves. Some of these curves require additional points to be defined that are not on the line itself, but are used for parametric control. A Polygon is a polyline that closes at its endpoints, representing the boundary of a two-dimensional region. The software is expected to use this boundary to partition 2-dimensional space into an interior and exterior. Some data models allow for a single feature to consist of multiple polylines, which could collectively connect to form a single closed boundary, could represent a set of disjoint regions (e.g., the state of Hawaii), or could represent a region with holes (e.g., a lake with an island). A Parametric shape is a standardized two-dimensional or three-dimensional shape defined by a minimal set of parameters, such as an ellipse defined by two points at its foci, or three points at its center, vertex, and co-vertex. A Polyhedron or Polygon mesh is a set of polygon faces in three-dimensional space that are connected at their edges to completely enclose a volumetric region. In some applications, closure may not be required or may be implied, such as modeling terrain. The software is expected to use this surface to partition 3-dimensional space into an interior and exterior. A triangle mesh is a subtype of polyhedron in which all faces must be triangles, the only polygon that will always be planar, including the Triangulated irregular network (TIN) commonly used in GIS. A parametric mesh represents a three-dimensional surface by a connected set of parametric functions, similar to a spline or Bézier curve in two dimensions. The most common structure is the Non-uniform rational B-spline (NURBS), supported by most CAD and animation software. == Application in GIS == A wide variety of vector data structures and formats have been developed during the history of Geographic information systems, but they share a fundamental basis of storing a core set of geometric primitives to represent the location and extent of geographic phenomena. Locations of points are almost always measured within a standard Earth-based coordinate system, whether the spherical Geographic coordinate system (latitude/longitude), or a planar coordinate system, such as the Universal Transverse Mercator. They also share the need to store a set of attributes of each geographic feature alongside its shape; traditionally, this has been accomplished using the data models, data formats, and even software of relational databases. Early vector formats, such as POLYVRT, the ARC/INFO Coverage, and the Esri shapefile support a basic set of geometric primitives: points, polylines, and polygons, only in two dimensional space and the latter two with only straight line interpolation. TIN data structures for representing terrain surfaces as triangle meshes were also added. Since the mid 1990s, new formats have been developed that extend the range of available primitives, generally standardized by the Open Geospatial Consortium's Simple Features specification. Common geometric primitive extensions include: three-dimensional coordinates for points, lines, and polygons; a fourth "dimension" to represent a measured attribute or time; curved segments in lines and polygons; text annotation as a form of geometry; and polygon meshes for three-dimensional objects. Frequently, a representation of the shape of a real-world phenomenon may have a different (usually lower) dimension than the phenomenon being represented. For example, a city (a two-dimensional region) may be represented as a point, or a road (a three-dimensional volume of material) may be represented as a line. This dimensional generalization correlates with tendencies in spatial cognition. For example, asking the distance between two cities presumes a conceptual model of the cities as points, while giving directions involving travel "up," "down," or "along" a road imply a one-dimensional conceptual model. This is frequently done for purposes of data efficiency, visual simplicity, or cognitive efficiency, and is acceptable if the distinction between the representation and the represented is understood, but can cause confusion if information users assume that the digital shape is a perfect representation of reality (i.e., believing that roads really are lines). == In 3D modelling == In CAD software or 3D modelling, the interface may present the user with the ability to create primitives which may be further modified by edits. For example, in the practice of box modelling the user will start with a cuboid, then use extrusion and other operations to create the model. In this use the primitive is just a convenient starting point, rather than the fundamental unit of modelling. A 3D package may also include a list of extended primitives which are more complex shapes that come with the package. For example, a teapot is listed as a primitive in 3D Studio Max. == In graphics hardware == Various graphics accelerators exist with hardware acceleration for rendering specific primitives such as lines or triangles, frequently with texture mapping and shaders. Modern 3D accelerators typically accept sequences of triangles as triangle strips.