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Just look at examples like this: https://www.google.de/books/edition/Exploration_Map_by_Map/s...

You will realize that saying "PDFs should be only for printing" is a vast oversimplifcation for the requirements people have for different kinds of documents.


I get "Keine Leseprobe verfügbar" which is "no sample available" according to DDG.

I'm downloading a 101 MB EPUB from Anna’s Archive. I'm not sure if it's an official EPUB or someone converted it from something else. There's no PDF available there. In a few hours I'll try to report how several readers handled it.


It's also on amazon https://www.amazon.com/Exploration-Map-Migrations-Encounters...

There is a kindle version (which would be closer to epub than pdf) but it just is even worse than a pdf and the authors also include the reason for that:

> Due to the complex integration of images and text, this DK eBook has been formatted to retain the design of the print edition. As a result, all elements are fixed in place, but can easily be enlarged by using the pinch-to-zoom function.

EPUB is simply not ready for complex layouts.


slighlty disagree with this. A fixed page layout has it's own advantages. The reason we have more high quality pdf readers than epub readers is probrably connected to the format itself. PDF readers usally are more more feature complete when it comes to stuff like annotations too.


My issue with EPUB readers is about features a PDF reader wouldn't even have. Small and annoying things like how much freedom I get when changing fonts and whatnot.

I haven't had a need to use annotations. I guess that could be solved by EPUB editors, but I haven't tested any, apart from any text editors after unzipping the EPUB.


Somewhat agree!. I think my main gripe is that there are no good-enough reader that: - without account integration - has good ux

Even some of the okay ones, most are, as tantacurl may say, janky.


MQTT is not the same as long polling


Games like Kerbal Space Programm and factorio exhibit a lot of the concepts from the original research agenda[^1] because they are "Dynamic Environments-To-Think-In"

[^1]: http://worrydream.com/cdg/ResearchAgenda-v0.19-poster.pdf


This is a pretty good summary of the core concepts: http://www.math.toronto.edu/nhoell/10rules-of-studying.pdf


[citation needed]

Socioeconomic factors are significant factors: http://www.apa.org/pi/ses/resources/publications/violence.as...

As a side note: You seem to agree with your parent poster since you mention “well-educated people” which are most likely richer.


Education is asymmetric. Educated could clearly see the world in the same naive way as uneducated, but the contrary is not true. This constitutes the fundamental difference and incompatibility which is supposed to be eliminated by providing the basic right for receiving an education.


> The media exists so that the narrative can be owned, manipulated

Thats also true for anyone else who is not part of the media.

> All news is fake. It's purely a matter of degrees.

That does not lead to the conclusion that other sources are right.


> That does not lead to the conclusion that other sources are right.

There are no other sources. Information you get isn't divided into "news" and "not-news", even if you divide it that way in your head. An article in a blog is just as much news as an article in the NYT. Or for that matter, one of the NYT blogs...


That's silly. There's plenty of information that's not news. Have you heard of history?


Not at all. It's pretty hard to be objectively truthful. Even if one achieves it the bias filters of the reader will Colour it somehow anyways. In any case truly objective news would be very drab to read indeed.


The illustration looks like a 3x3 convolution too.


Text is, kind of, the only truly portable, multi-platform control/interface/thingy/


Another interesting problem would be the generation of filler pictures (I don't know the correct term). Normally there is a person who draws keyframes at a much lower framerate. Other animators then fill in the frames between to increase the framerate.


That's the problem with animation using bitmaps (or physical artwork): the in-betweens have to be manually drawn. Hence much animation is outsourced to studios - typically in Korea, and occasionally Japan - consisting of armies of animators and artists.

With vector graphics - where the lines and fills are mathematical objects - automatic 'tweening' becomes possible. Anime Studio (http://my.smithmicro.com/anime-studio-2D-animation-software....) is the zenith of this tech; there's also Synfig (http://www.synfig.org/cms/) and CACANi (https://cacani.sg/).

In Anime Studio it's possible to add all kinds of effects (including filter effects and motion blur) to animations, and to mix pure vector animation with cutout, or even frame-by-frame, animation.


There's a lot of work to take advantage of perceptual quirks of human vision that happens in tweens by humans that these algorithms don't account for (at least last I knew).

Sometimes a perfect interpolation, or even something based on a physical model doesn't feel right, isn't what is expected.


I used to play around with just such a tool back in the 80s and 90s called Fantavision

https://en.wikipedia.org/wiki/Fantavision


They're called inbetweens or tweens. According to recent HN article, they are outsourced to South Korea. Generating them with algorithm would be interesting, but often incorrect and against artist wishes. For example, objects in motion sometimes needs to be blurred; some characters need to have ghost duplicates; shapes get distorted and exaggerated.

I think at this moment it is not possible to instruct algorithm to take additional suggestions (artist ideas) into consideration when creating output image.



Disney and American TV shows have pretty mechanical approaches to this, and you can usually tell which are the keyframes when the characters seem to settle into a pose before starting a new one. But not everyone draws that way - try and find them in End of Evangelion!

https://www.youtube.com/watch?v=iounOj1VRUU


It's called in-between. There is certainly an art form of its own, for a simple mechanical interpolation won't produce visually pleasing animation. Disney has some research on parameterizing in-betweening. These days 2D animation are replaced with 3D and the art of 2D in-betweening might be lost in future. It'll be interesting if DN can learn animation styles from existing footage (e.g. Kanada-style).


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