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[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-ComicBook_January_2025_38-0] | [TOKENS: 3525] |
Contents Markus Persson Markus Alexej Persson (/ˈpɪərsən/ ⓘ PEER-sən, Swedish: [ˈmǎrːkɵs ˈpæ̌ːʂɔn] ⓘ; born 1 June 1979), known by the pseudonym Notch, is a Swedish video game programmer and designer. He is the creator of Minecraft, the best-selling video game in history. He founded the video game development company Mojang Studios in 2009. Persson began developing video games at an early age. His commercial success began after he published an early version of Minecraft in 2009. Prior to the game's official retail release in 2011, it had sold over four million copies. After this point Persson stood down as the lead designer and transferred his creative authority to Jens Bergensten. In September 2014 Persson announced his intention to leave Mojang, and in November of that year the company was sold to Microsoft reportedly for US$2.5 billion, which made him a billionaire. Since 2016 several of Persson's posts on Twitter regarding feminism, race, and transgender rights have caused public controversies. He has been described as "an increasingly polarizing figure, tweeting offensive statements regarding race, the LGBTQ community, gender, and other topics." In an effort to distance itself from Persson, Microsoft removed mentions of his name from Minecraft (excluding one instance in the game's end credits) and did not invite him to the game's tenth anniversary celebration. In 2015 he co-founded a separate game studio called Rubberbrain, which was relaunched in 2024 as Bitshift Entertainment. Early life Markus Alexej Persson was born in Stockholm, Sweden, to a Finnish mother, Ritva, and a Swedish father, Birger, on 1 June 1979. He has one sister. He grew up in Edsbyn until he was seven years old, when his family moved back to Stockholm. In Edsbyn, Persson's father worked for the railroad, and his mother was a nurse. He spent much time outdoors in Edsbyn, exploring the woods with his friends. When Persson was about seven years old, his parents divorced, and he and his sister lived with their mother. His father moved to a cabin in the countryside. Persson said in an interview that they experienced food insecurity around once a month. Persson lost contact with his father for several years after the divorce. According to Persson, his father suffered from depression, bipolar disorder, alcoholism, and medication abuse, and went to jail for robberies. While his father had somewhat recovered during Persson's early life, his father relapsed, contributing to the divorce. His sister also experimented with drugs and ran away from home. He had gained interest in video games at an early age. His father was "a really big nerd", who built his own modem and taught Persson to use the family's Commodore 128. On it, Persson played bootleg games and loaded in various type-in programs from computer magazines with the help of his sister. The first game he purchased with his own money was The Bard's Tale. He began programming on his father's Commodore 128 home computer at the age of seven. He produced his first game at the age of eight, a text-based adventure game. By 1994 Persson knew he wanted to become a video game developer, but his teachers advised him to study graphic design, which he did from ages 15 to 18. Persson, although introverted, was well-liked by his peers, but after entering secondary school was a "loner" and reportedly had only one friend. He spent most of his spare time with games and programming at home. He managed to reverse-engineer the Doom engine, which he continued to take great pride in as of 2014[update]. He never finished high school, but was reportedly a good student. Career Persson started his career working as a web designer. He later found employment at Game Federation, where he met Rolf Jansson. The pair worked in their spare time to build the 2006 video game Wurm Online. The game was released through a new entity, "Mojang Specifications AB". Persson left the project in late 2007. As Persson wanted to reuse the name "Mojang", Jansson agreed to rename the company to Onetoofree AB. Between 2004 and 2009 Persson worked as a game developer for Midasplayer (later known as King). There, he worked as a programmer, mostly building browser games made in Flash. He later worked as a programmer for jAlbum. Prior to creating Minecraft, Persson developed multiple, small games. He also entered a number of game design competitions and participated in discussions on the TIGSource forums, a web forum for independent game developers. One of Persson's more notable personal projects was called RubyDung, an isometric three-dimensional base-building game like RollerCoaster Tycoon and Dwarf Fortress. While working on RubyDung, Persson experimented with a first-person view mode similar to that found in Dungeon Keeper. However, he felt the graphics were too pixelated and omitted this mode. In 2009 Persson found inspiration in Infiniminer, a block-based open-ended mining game. Infiniminer heavily influenced his future work on RubyDung, and was behind Persson's reasoning for returning the first-person mode, the "blocky" visual style and the block-building fundamentals to the game. RubyDung is the earliest known Minecraft prototype created by Persson. On 17 May 2009 Persson released the original edition (later called "Classic version") of Minecraft on the TIGSource forums. He regularly updated the game based on feedback from TIGSource users. Persson released several new versions of Minecraft throughout 2009 and 2010, going through several phases of development including Survival Test, Indev, and Infdev. On 30 June 2010 Persson released the game's Alpha version. While working on the pre-Alpha version of Minecraft, Persson continued working at jAlbum. In 2010, after the release and subsequent success of Minecraft's Alpha version, Persson moved from a full-time role to a part-time role at jAlbum. He left jAlbum later that same year. In September 2010 Persson travelled to Valve Corporation's headquarters in Bellevue, Washington, United States, where he took part in a programming exercise and met Gabe Newell. Persson was subsequently offered a job at Valve, which he turned down in order to continue work on Minecraft. On 20 December 2010 Minecraft moved into its beta phase and began expanding to other platforms, including mobile. In January 2011 Minecraft reached one million registered accounts. Six months afterwards, it reached ten million. The game has sold over four million copies by 7 November 2011. Mojang held the first Minecon from 18 to 19 November 2011 to celebrate its full release, and subsequently made it an annual event. Following this, on 11 December 2011, Persson transferred creative control of Minecraft to Jens Bergensten and began working on another game title, 0x10c, although he reportedly abandoned the project around 2013. In 2013 Mojang recorded revenues of $330 million and profits of $129 million. Persson has stated that, due to the intense media attention and public pressure, he became exhausted with running Minecraft and Mojang. In a September 2014 blog post he shared his realization that he "didn't have the connection to my fans I thought I had", that he had "become a symbol", and that he did not wish to be responsible for Mojang's increasingly large operation. In June 2014 Persson tweeted "Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for trying to do the right thing is not my gig", reportedly partly as a joke. Persson controlled a 71% stake in Mojang at the time. The offer attracted significant interest from Activision Blizzard, EA, and Microsoft. Forbes later reported that Microsoft wanted to purchase the game as a "tax dodge" to turn their taxable excess liquid cash into other assets. In September 2014 Microsoft agreed to purchase Mojang for $2.5 billion, making Persson a billionaire. He then left the company after the deal was finalised in November. Since leaving Mojang, Persson has worked on several small projects. On 23 June 2014 he founded a company with Porsér called Rubberbrain AB; the company had no games by 2021, despite spending SEK 60 million. The company was relaunched as Bitshift Entertainment, LLC on 28 March 2024. Persson expressed interest in creating a new video game studio in 2020, and in developing virtual reality games. He has also since created a series of narrative-driven immersive events called ".party()", which uses extensive visual effects and has been hosted in multiple cities. At the beginning of 2025 Persson decided to create a spiritual successor to Minecraft, referred to as "Minecraft 2", in response to the results of a poll on X. However, after speaking to his team, he shortly went against this in favour of developing the other choice on his Twitter poll, a roguelike titled Levers and Chests. Games Persson's most popular creation is the survival sandbox game Minecraft, which was first publicly available on 17 May 2009 and fully released on 18 November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011, Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third. Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens Bergensten. He stopped working on Minecraft after a deal with Microsoft to sell Mojang for $2.5 billion. This brought his net worth to US$1.5 billion. Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér will be developing it. Persson revealed on his Tumblr blog on 5 August 2011 that he was being sued by a Swedish law firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The Elder Scrolls series of games. On 17 August 2011 Persson challenged Bethesda to a Quake 3 tournament to decide the outcome of the naming dispute. On 27 September 2011 Persson confirmed that the lawsuit was going to court. ZeniMax Media, owner of Bethesda Softworks, announced the lawsuit's settlement in March 2012. The settlement allowed Mojang to continue using the Scrolls trademark. In 2018, Scrolls was made available free of charge and renamed to Caller's Bane. Cliffhorse is a humorous game programmed in two hours using the Unity game engine and free assets. The game took inspiration from Skyrim's physics engine, "the more embarrassing minimum-effort Greenlight games", Goat Simulator, and Big Rigs: Over the Road Racing. The game was released to Microsoft Windows systems as an early access and honourware game on the first day of E3 2014, instructing users to donate Dogecoin to "buy" the game before downloading it. The game accumulated over 280,000 dogecoins. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality space game set in the distant future in March 2012. On April Fools' Day Mojang launched a satirical website for Mars Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements remained true and on 4 April, Mojang revealed 0x10c (pronounced "Ten to the C") as a space sandbox title. Persson officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as that of Minecraft), released an album of the work he had made for the game. In 2013, Persson made a free game called Shambles in the Unity game engine. Persson has also participated in several Ludum Dare 48-hour game making competitions. Personal life In 2011 Persson married Elin Zetterstrand, whom he had dated for four years before. Zetterstrand was a former moderator on the Minecraft forums. They had a daughter together, but by mid-2012, he began to see little of her. On 15 August 2012 he announced that he and his wife had filed for divorce. The divorce was finalised later that year. On 14 December 2011 Persson's father committed suicide with a handgun after drinking heavily. In an interview with The New Yorker, Persson said of his father: When I decided I wanted to quit my day job and work on my own games, he was the only person who supported my decision. He was proud of me and made sure I knew. When I added the monsters to Minecraft, he told me that the dark caves became too scary for him. But I think that was the only true criticism I ever heard from him. Persson later admitted that he himself suffered from depression and various highs and lows in his mood. Persson has criticised the stance of large game companies on piracy. He once stated that "piracy is not theft", viewing unauthorised downloads as potential future customers. Persson stated himself to be a member of the Pirate Party of Sweden in 2011. He is also a member of Mensa. He has donated to numerous charities, including Médecins Sans Frontières (Doctors Without Borders). Under his direction, Mojang spent a week developing Catacomb Snatch for the Humble Indie Bundle and raised US$458,248 for charity. He also donated $250,000 to the Electronic Frontier Foundation in 2012. In 2011 he gave $3 million in dividends back to Mojang employees. According to Forbes, his net worth in 2023 was around $1.2 billion. In 2014 Persson was one of the biggest taxpayers in Sweden. Around 2014, he lived in a multi-level penthouse in Östermalm, Stockholm, an area he described as "where the rich people live". In December 2014 Persson purchased a home in Trousdale Estates, a neighbourhood in Beverly Hills, California, in the United States, for $70 million, a record sales price for Beverly Hills at the time. Persson reportedly outbid Beyoncé and Jay-Z for the property. Persson began receiving criticism for political and social opinions he expressed on social media as early as 2016. November 30, 2017 In 2017, he proposed a heterosexual pride holiday, and wrote that those who opposed the idea "deserve to be shot." After facing backlash, he deleted the tweets and rescinded his statements, writing, "So yeah, it's about pride of daring to express, not about pride of being who you are. I get it now." Later in the year, he wrote that feminism is a "social disease" and called the video game developer and feminist Zoë Quinn a "cunt", although he was generally critical of the GamerGate movement. He has described intersectional feminism as a "framework for bigotry" and the use of the word mansplaining as being sexist. Also in 2017, Persson tweeted that "It's okay to be white". Later that year, he stated that he believed in the Pizzagate conspiracy theory. In 2019, he tweeted referencing QAnon, saying "Q is legit. Don't trust the media." Later in 2019, he tweeted in response to a pro-transgender internet meme that, "You are absolutely evil if you want to encourage delusion. What happened to not stigmatizing mental illness?" He then also promoted claims that people were fined for "using the wrong pronoun". However, after facing backlash, he tweeted a day afterwards that he had "no idea what [being trans is] like of course, but it's inspiring as hell when people open up and choose to actually be who they know themselves as. Not because it's a cool choice, because it's a big step. I gues [sic] that's actually cool nvm". Later that year, Microsoft removed two mentions of Persson's name in the "19w13a" snapshot of Minecraft and did not invite him to the 10-year anniversary celebration of the game. A spokesperson for Microsoft stated that his views "do not reflect those of Microsoft or Mojang". He is still mentioned in the End Poem ("a flat, infinite world created by a man called Markus").[citation needed] Awards References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Cimmeria_(continent)] | [TOKENS: 3647] |
Contents Cimmeria (continent) Cimmeria (/sɪˈmɪəriə/ sih-MEER-ee-ə) was an ancient continent, or, rather, a string of microcontinents or terranes, that rifted from Gondwana in the Southern Hemisphere and was accreted to Eurasia in the Northern Hemisphere. It consisted of parts of present-day Turkey, Iran, Afghanistan, Pakistan, Tibet, China, Myanmar, Thailand, and Malaysia. Cimmeria rifted from the Gondwanan shores of the Paleo-Tethys Ocean during the Early Permian and as the Neo-Tethys Ocean opened behind it, during the Permian, the Paleo-Tethys closed in front of it. Because the different chunks of Cimmeria drifted northward at different rates, a Meso-Tethys Ocean formed between the different fragments during the Cisuralian. Cimmeria rifted off Gondwana from east to west, from Australia to the eastern Mediterranean. It stretched across several latitudes and spanned a wide range of climatic zones. History of the concept A "large, ancient Mediterranean Sea" was first proposed by Austrian palaeontologist Melchior Neumayr in 1883. Studying the distribution of Jurassic faunas, he concluded that an equatorial ocean stretching from India to Central America must have separated a large continent in the northern hemisphere from one in the southern hemisphere. Austrian geologist Eduard Suess named this Mesozoic ocean the Tethys, a mythical ocean which separated a mythical continent – Gondwanaland, home of the tongue-shaped flora – from a boreal continent. German geophysicist Alfred Wegener, in contrast, developed a concept of a single, global continent – the supercontinent Pangea – which, in his view, left no room for an equatorial ocean. A wedge-shaped, east-facing Tethys within Pangea was, nevertheless, proposed by Australian geologist Samuel Warren Carey in 1958. This ocean was later identified as a succession of oceans separated by north-migrating terranes or continental blocks, one of which was Cimmeria. In 1974, after extensive field work in the Middle East, Swiss geologist Jovan Stöcklin identified the northern foot of the Alborz Range in northern Iran as the suture which in the Paleozoic was the northern shore of Gondwana and the remains of the Paleo-Tethys Ocean. Stöcklin also noted that an early Mesozoic or late Paleozoic rift separated the Iranian plate from the Arabian plate, and that another southern suture must be the remains of the Neo-Tethys Ocean. The opening of this later ocean, Stöcklin realized, must have transformed Iran into a microcontinent. Those observations made Stöcklin the first to identify a small part of what would later be known as Cimmeria. Stöcklin also noted that his proposal resembled the old concept of the world in which there were two continents, Angaraland in the north and Gondwana in the south, separated by an elongated ocean, the Tethys. Iran belonged to neither continent but was part of the realm of Tethys. Stöcklin's southern suture was later confirmed by observations of the evolution of microflora in Iran, which had a Gondwanan affinity during the Carboniferous but a Eurasian affinity during the Late Triassic – Iran had clearly drifted from Gondwana to Laurasia. In the 1980s Turkish geologist Celâl Şengör finally extended Stöcklin's Iranian microcontinent further west to Turkey and further east to Tibet and the Far East. Şengör also reused the name introduced by Suess in 1901, the "Kimmerisches Gebirge" – the "Crimean" or "Cimmerian Mountains". In the mountain range that now stretches from the Alps to Indonesia Şengör identified, using a simplified scheme, two distinct but superimposed orogenic systems containing a large number of anastomosing sutures: the older Cimmerides and the younger Alpides together forming what Şengör called the Tethysides super-orogenic system. These two orogenic systems are thus associated with two major periods of ocean closure: the earlier, northern, and much larger Cimmerides, and the later, southern, and smaller Alpides. Cimmeria was the long continental "archipelago" that separated the two oceans before the Paleo-Tethys closed. This realm of Tethys thus covers most of Eurasia and a large time span (from north to south): This simple scheme, however, partly obscures the complex nature of the Tethyan cycles and terms such as "Eocimmerian" and "Neocimmerian" is often used for Late Triassic and Late Jurassic events respectively. Furthermore, a distinction is often made between two more recent Tethyan domains: the Alpine Tethys and the Neo-Tethys. The Alpine Tethys, the western domain in this scheme, separated south-western Europe from north-western Africa and was connected to the Central Atlantic. It is now completely closed and its suture encompasses the Maghrebids (stretching from Gibraltar to Sicily) as well as the Apennines and the Alps. The Neo-Tethys, the eastern domain, opened between Arabia and the Cimmerian terranes. The East Mediterranean basin and the Gulf of Oman are considered relics of the Neo-Tethys which is thus still closing. These two domains were connected east of Sicily until the end of the Jurassic. Tectonic history In the Late Paleozoic, when the Cimmerian blocks were still located on the northern margin of Gondwana, they were far away from any active margins and orogenic belts, but they had been affected by thermal subsidence since the Siluran opening of Paleo-Tethys. Carboniferous to Permian ophiolites along suture zones in Tibet and north-eastern Iran indicate that the active margin of Paleo-Tethys was located here. It was slab-pull forces in the Paleo-Tethys that detached Cimmeria from Gondwana and opened the Neo-Tethys. The mid-ocean ridge in the Paleo-Tethys subducted under Eurasia, as evidenced by Permian MORB (mid-ocean ridge basalt) in Iran. Slab roll-back in the Paleo-Tethys opened a series of back-arc basins along the Eurasian margin and resulted in the collapse of the Variscan cordillera. As the Paleo-Tethys subducted under the Eurasian southern margin, back-arc oceans formed from Austria to China. Some of these back-arcs closed during the Cimmerian orogeny (e.g. the Karakaya-Küre sequence of back-arc oceans in Turkey), others remained open (e.g. the Meliata-Maliac-Pindos back-arc oceans in the eastern Mediterranean) leading to the formation of younger back-arc oceans. Turkey is an assemblage of continental blocks that during the Permian were part of the northern margin of Gondwana. During the Permian-Triassic, as the Paleo-Tethys subducted under this margin (in what is today northern Turkey) a marginal sea opened and quickly filled with sediments (today the basement of the Sakarya composite terrane in the Pontides). During the Late Triassic the Neo-Tethys began opening behind Cimmeria when the Eastern Mediterranean and its two eastern branches opened into the Bitlis–Zagros ocean (the southern branch of the Neo-Tethys). During Early Jurassic, Cimmeria began to disintegrate behind the Paleo-Tethyan volcanic arc. This opened the northern branch in the Neo-Tethys—the Intra-Pontide, Izmh[citation needed]–Ankara, and the Inner Tauride oceans. The closure of the Paleo-Tethys in the Middle Jurassic reduced the Cimmerian archipelago in Anatolia. South of the Cimmerian blocks there were now two branches of the Neo-Tethys, a northern, larger and more complex, and a southern, more reduced. The Anatolide–Tauride continent separated them; the small Sakarya continent was located within the northern branch. The Apulian continent was connected to the Anatolide–Tauride continent. These Neo-Tethyan branches reached their maximum width during the Early Cretaceous, after which subduction under Eurasia gradually consumed them. During the Middle-Late Cretaceous this subduction opened a back-arc basin, the Western Black Sea Basin, which stretched west into the Balkans north of the Rhodope-Pontide island arc there. In the Cretaceous, this basin pushed the Istanbul terrane (near today's Istanbul) southward in front of it, from the Odesa Shelf in the north-western Black Sea. In the Eocene, the terrane finally collided with Cimmeria thereby ending the extension in the western Black Sea. Contemporaneously, the East Black Sea Basin opened when the East Black Sea Block was rotated counter-clockwise towards Caucasus. In the late Cretaceous northwards intra-oceanic subduction within the Neotethys gave way to the obduction of ophiolitic nappes over the Arabian platform from Turkey to Oman region. North of this subduction zone, remnants of the Neotethys ocean started to subduct northwards and led to the collision of Tauride Block with the Arabian plate during post-Oligocene times. North of these systems, the Tauride block collided with the southern margin of Eurasia by the end of the Cretaceous. Convergence continued until the end of Oligocene. The Arabian-Eurasian collision in eastern Turkey during the Late Eocene closed the two basins. During the Paleogene Neo-Tethyan oceanic crust attached to the African plate subducted along the Crete and Cyprus trenches. The Anatolide-Tauride continent collided with the Pontide and Kırşehir blocks in the Late Paleocene-Early Eocene. This closed the Ankara-Erzincan branches of the northern Neo-Tethys. During this closure, slab roll-back and break-off in the Eocene resulted in inversion in the Pontides and widespread magmatism in northern Turkey. Extension and upwelling followed, resulting in melting of lithospheric material beneath the Pontides. In southern Turkey the northward subduction of the Neo-tethys along the Bitlis–Zagros subduction zone resulted in magmatism in the Maden-Helete arc (south-eastern Turkey) during the Late Cretaceous-Eocene and back-arc magmatism in the Taurides. The Bitlis–Zagros subduction zone finally closed in the Miocene and throughout the Oligocene-Neogene and Quaternary volcanism became increasingly localised. In the Late Oligocene, slab roll-back in the Hellenic Trench resulted in extension in the Aegean and western Turkey. The subduction of western Neo-Tethys under Eurasia resulted in extensive magmatism in what is now northern Iran. In the Early Jurassic this magmatism had produced a slab pull force which contributed to the break-up of Pangea and the initial opening of the Atlantic. During the Late Jurassic-Early Cretaceous the subduction of the Neo-Tethys mid-ocean ridge contributed to the break-up of Gondwana, including the detachment of the Argo-Burma terrane from Australia. The Central-East Iranian Microcontinent (CEIM) sutured with Eurasia in the Late Triassic during the regional "Eocimmerian" orogenic event in northern Iran, but Iran is made of several continental blocks and the area must have seen a number of ocean closures in the Late Paleozoic and Early Mesozoic. The Greater and Lesser Caucasus have a complicated geological history involving the accretion of a series of terranes and microcontinents from the Late Precambrian to the Jurassic within the Tethyan framework. These include the Greater Caucasian, Black Sea-Central Transcaucasian, Baiburt-Sevanian, and Iran-Afghanistan terranes and island arcs. In the Caucasus region remnants of the Paleo-Tethys suture can be found in the Dzirula Massif which outcrops Early Jurassic sequences in central Georgia. It consists of Early Cambrian oceanic rocks and the possible remnants of a magmatic arc; their geometry suggests that suturing was followed by strike-slip faulting. Ophiolites also outcrop in the Khrami Massif in southern Georgia and another possible segment of the suture is present in the Svanetia region. The suture is older east of the Caucasus (northern Iran–Turkmenistan) but younger both west of the Caucasus and further east in Afghanistan and the northern Pamirs. The easternmost part of Cimmeria, the Sibumasu terrane, remained attached to north-western Australia until 295–290 Ma when it began to drift northward, as supported by paleomagnetic and biogeographic data. The Qiangtang terrane was located west of Sibumasu and contiguous with it. Lower Permian layers in Sibumasu contain glacial-marine diamictites and Gondwanan faunas and floras which then developed independently before Sibumasu docked with Cathaysia. Sibumasu's rapid northern journey is especially evident in the development of brachiopods and fusulinids. The Baoshan terrane in western Yunnan, China, forms the northern part of Sibumasu. It is separated from the Burma block by the Gaoligong suture zone to the west, and from the South China and Indochina continents in the east by the Chongshan suture zone and Changning-Menglian belt. Like other parts of eastern Cimmeria, it was highly deformed by the intra-continental strike-slip faulting that followed the India-Asia collision. Paleomagnetic data indicate South China and Indochina moved from near equator to 20°N from the early Permian to late Triassic. Baoshan, in contrast, moved from 42°S in the early Permian to 15°N in the late Triassic. These blocks and terranes occupied similar paleo-latitudes during late Triassic to Jurassic which indicates that they probably collided in the late Triassic. This is also supported by geological evidence: 200–230 Ma granite in Lincang, near the Changning–Menglian suture, indicate a continent–continent collision occurred there in the late Triassic; pelagic sediments in the Changning–Menglian–Inthanon ophiolite belt (between Sibumasu and Indochina) ranges in age from middle Devonian to middle Triassic, while, in the Inthanon suture, in contrast, middle to late Triassic rocks are non-pelagic with radiolarian cherts and turbidic clastics indicating the two blocks had at least approached each other by that time; volcanic sequences from the Lancangjiang igneous zone indicate a post-collisional setting had developed before the eruptions there around 210 Ma; and, the Sibumasu fauna developed from a non-marine peri-Gondwanan assemblage in the early Permian, to an endemic Sibumasu fauna in the middle Permian, and to an Equatorial–Cathaysian in the late Permian. During the early and middle Palaeozoic, Cimmeria was located at an Andean-style active margin. Glacial deposits and paleomagnetic data indicate that Qiangtang and Shan Thai–Malaya were still located far south adjacent to Gondwana during the Carboniferous. The equatorial fauna and flora of China indicate that it was separated from Gondwana during the Carboniferous. The Lhasa terrane has been interpreted as part of Cimmeria and, if this is the case, must have rifted from Gondwana together with Sibumasu and Qiangtang. The timing of Lhasa's northward drift is still controversial, however, and paleomagnetic data is extremely scarce. Sedimentological and stratigraphical evidence, for example, suggest that it separated from Gondwana in the Late Triassic when Qiangtang was already being accreted to Eurasia. This proposed Late Triassic rifting of Lhasa has also been documented along the north-western shelf of Australia where the West Burma and Woyla terranes eventually separated from Gondwana in the Late Jurassic. Today the Bangong suture separates the Lhasa terrane from the Qiangtang terrane. Economic importance The present remains of Cimmeria, as a result of the massive uplifting of its continental crust, are unusually rich in a number of rare chalcophile elements. Apart from the Altiplano in Bolivia, almost all the world's deposits of antimony as stibnite are found in Cimmeria, with the major mines being in Turkey, Yunnan and Thailand. The major deposits of tin are also found in Malaysia and Thailand, whilst Turkey also has major deposits of chromite ore. See also References Africa Antarctica Asia Australia Europe North America South America Afro-Eurasia Americas Eurasia Oceania |
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[SOURCE: https://en.wikipedia.org/wiki/Laramidia] | [TOKENS: 732] |
Contents Laramidia Laramidia was an island continent that existed during the Late Cretaceous period (99.6–66 Ma), when the Western Interior Seaway split the continent of North America in two. In the Mesozoic era, Laramidia was an island land mass separated from Appalachia to the east by the Western Interior Seaway. It was home to many dinosaurs including ankylosaurs, ceratopsians, and tyrannosaurs. The seaway eventually shrank, split across the Dakotas, and retreated toward the Gulf of Mexico and the Hudson Bay. The masses joined, forming the continent of North America. Laramidia is named after the Laramide orogeny. The name was coined by J. David Archibald in 1996. Geography Laramidia stretched from modern-day Alaska to Mexico. The area is rich in dinosaur fossils. Tyrannosaurs, dromaeosaurids, troodontids, hadrosaurs, ceratopsians (including Kosmoceratops and Utahceratops), pachycephalosaurs, and titanosaur sauropods are some of the dinosaur groups that lived on this landmass. A strong latitudinal climatic gradient existed on the landmass in the final 15 million years of the Cretaceous, helping drive regional provincialism of dinosaur faunas. Range Vertebrate fossils have been found in the region from Alaska to Coahuila. Fauna From the Turonian age of the Late Cretaceous to the very beginning of the Paleocene, Laramidia was separated from Appalachia to the east. As a result, the fauna evolved differently on each land mass over that time. Geological conditions were generally favorable for the preservation of fossils in Laramidia, making the western United States one of the most productive fossil regions in the world. Less is known about Appalachian biodiversity in the Cretaceous as few fossiliferous deposits exist in the region today and half of the fossil beds in Appalachia were destroyed during the Pleistocene ice age. However, fossil beds which haven't been discovered yet could exist in areas of the former Appalachian continent. In western North America, during the Cretaceous, the dominant theropods were the tyrannosaurs, huge predatory dinosaurs with proportionately large heads built for tearing flesh from their prey. In Laramidia, there were the theropods of Tyrannosaurinae such as Tyrannosaurus rex, Nanuqsaurus hoglundi, Daspletosaurus, Teratophoneus, and theropods of Albertosaurinae such as Albertosaurus and Gorgosaurus, all being included under the same family of Tyrannosauridae, although not all are contemporary. Another common group of North American dinosaurs were the hadrosaurs, the so-called "duck-billed" dinosaurs. The fossil record shows a staggering variety of hadrosaur forms in Laramidia. Other differences in genera appear between the island land masses. Sauropods roamed Laramidia during the Cretaceous after apparently dying out in Appalachia. Nodosaurs, though, appear to have been more plentiful in Appalachia. Nodosaurs were large, herbivorous armored dinosaurs which lacked the giant club tail of their western relatives. They were scarce in Laramidia by the late Cretaceous, existing only in specialized forms like Edmontonia and Panoplosaurus while nodosaurs were thriving in Appalachia. References Africa Antarctica Asia Australia Europe North America South America Afro-Eurasia Americas Eurasia Oceania External links |
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[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-43] | [TOKENS: 3525] |
Contents Markus Persson Markus Alexej Persson (/ˈpɪərsən/ ⓘ PEER-sən, Swedish: [ˈmǎrːkɵs ˈpæ̌ːʂɔn] ⓘ; born 1 June 1979), known by the pseudonym Notch, is a Swedish video game programmer and designer. He is the creator of Minecraft, the best-selling video game in history. He founded the video game development company Mojang Studios in 2009. Persson began developing video games at an early age. His commercial success began after he published an early version of Minecraft in 2009. Prior to the game's official retail release in 2011, it had sold over four million copies. After this point Persson stood down as the lead designer and transferred his creative authority to Jens Bergensten. In September 2014 Persson announced his intention to leave Mojang, and in November of that year the company was sold to Microsoft reportedly for US$2.5 billion, which made him a billionaire. Since 2016 several of Persson's posts on Twitter regarding feminism, race, and transgender rights have caused public controversies. He has been described as "an increasingly polarizing figure, tweeting offensive statements regarding race, the LGBTQ community, gender, and other topics." In an effort to distance itself from Persson, Microsoft removed mentions of his name from Minecraft (excluding one instance in the game's end credits) and did not invite him to the game's tenth anniversary celebration. In 2015 he co-founded a separate game studio called Rubberbrain, which was relaunched in 2024 as Bitshift Entertainment. Early life Markus Alexej Persson was born in Stockholm, Sweden, to a Finnish mother, Ritva, and a Swedish father, Birger, on 1 June 1979. He has one sister. He grew up in Edsbyn until he was seven years old, when his family moved back to Stockholm. In Edsbyn, Persson's father worked for the railroad, and his mother was a nurse. He spent much time outdoors in Edsbyn, exploring the woods with his friends. When Persson was about seven years old, his parents divorced, and he and his sister lived with their mother. His father moved to a cabin in the countryside. Persson said in an interview that they experienced food insecurity around once a month. Persson lost contact with his father for several years after the divorce. According to Persson, his father suffered from depression, bipolar disorder, alcoholism, and medication abuse, and went to jail for robberies. While his father had somewhat recovered during Persson's early life, his father relapsed, contributing to the divorce. His sister also experimented with drugs and ran away from home. He had gained interest in video games at an early age. His father was "a really big nerd", who built his own modem and taught Persson to use the family's Commodore 128. On it, Persson played bootleg games and loaded in various type-in programs from computer magazines with the help of his sister. The first game he purchased with his own money was The Bard's Tale. He began programming on his father's Commodore 128 home computer at the age of seven. He produced his first game at the age of eight, a text-based adventure game. By 1994 Persson knew he wanted to become a video game developer, but his teachers advised him to study graphic design, which he did from ages 15 to 18. Persson, although introverted, was well-liked by his peers, but after entering secondary school was a "loner" and reportedly had only one friend. He spent most of his spare time with games and programming at home. He managed to reverse-engineer the Doom engine, which he continued to take great pride in as of 2014[update]. He never finished high school, but was reportedly a good student. Career Persson started his career working as a web designer. He later found employment at Game Federation, where he met Rolf Jansson. The pair worked in their spare time to build the 2006 video game Wurm Online. The game was released through a new entity, "Mojang Specifications AB". Persson left the project in late 2007. As Persson wanted to reuse the name "Mojang", Jansson agreed to rename the company to Onetoofree AB. Between 2004 and 2009 Persson worked as a game developer for Midasplayer (later known as King). There, he worked as a programmer, mostly building browser games made in Flash. He later worked as a programmer for jAlbum. Prior to creating Minecraft, Persson developed multiple, small games. He also entered a number of game design competitions and participated in discussions on the TIGSource forums, a web forum for independent game developers. One of Persson's more notable personal projects was called RubyDung, an isometric three-dimensional base-building game like RollerCoaster Tycoon and Dwarf Fortress. While working on RubyDung, Persson experimented with a first-person view mode similar to that found in Dungeon Keeper. However, he felt the graphics were too pixelated and omitted this mode. In 2009 Persson found inspiration in Infiniminer, a block-based open-ended mining game. Infiniminer heavily influenced his future work on RubyDung, and was behind Persson's reasoning for returning the first-person mode, the "blocky" visual style and the block-building fundamentals to the game. RubyDung is the earliest known Minecraft prototype created by Persson. On 17 May 2009 Persson released the original edition (later called "Classic version") of Minecraft on the TIGSource forums. He regularly updated the game based on feedback from TIGSource users. Persson released several new versions of Minecraft throughout 2009 and 2010, going through several phases of development including Survival Test, Indev, and Infdev. On 30 June 2010 Persson released the game's Alpha version. While working on the pre-Alpha version of Minecraft, Persson continued working at jAlbum. In 2010, after the release and subsequent success of Minecraft's Alpha version, Persson moved from a full-time role to a part-time role at jAlbum. He left jAlbum later that same year. In September 2010 Persson travelled to Valve Corporation's headquarters in Bellevue, Washington, United States, where he took part in a programming exercise and met Gabe Newell. Persson was subsequently offered a job at Valve, which he turned down in order to continue work on Minecraft. On 20 December 2010 Minecraft moved into its beta phase and began expanding to other platforms, including mobile. In January 2011 Minecraft reached one million registered accounts. Six months afterwards, it reached ten million. The game has sold over four million copies by 7 November 2011. Mojang held the first Minecon from 18 to 19 November 2011 to celebrate its full release, and subsequently made it an annual event. Following this, on 11 December 2011, Persson transferred creative control of Minecraft to Jens Bergensten and began working on another game title, 0x10c, although he reportedly abandoned the project around 2013. In 2013 Mojang recorded revenues of $330 million and profits of $129 million. Persson has stated that, due to the intense media attention and public pressure, he became exhausted with running Minecraft and Mojang. In a September 2014 blog post he shared his realization that he "didn't have the connection to my fans I thought I had", that he had "become a symbol", and that he did not wish to be responsible for Mojang's increasingly large operation. In June 2014 Persson tweeted "Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for trying to do the right thing is not my gig", reportedly partly as a joke. Persson controlled a 71% stake in Mojang at the time. The offer attracted significant interest from Activision Blizzard, EA, and Microsoft. Forbes later reported that Microsoft wanted to purchase the game as a "tax dodge" to turn their taxable excess liquid cash into other assets. In September 2014 Microsoft agreed to purchase Mojang for $2.5 billion, making Persson a billionaire. He then left the company after the deal was finalised in November. Since leaving Mojang, Persson has worked on several small projects. On 23 June 2014 he founded a company with Porsér called Rubberbrain AB; the company had no games by 2021, despite spending SEK 60 million. The company was relaunched as Bitshift Entertainment, LLC on 28 March 2024. Persson expressed interest in creating a new video game studio in 2020, and in developing virtual reality games. He has also since created a series of narrative-driven immersive events called ".party()", which uses extensive visual effects and has been hosted in multiple cities. At the beginning of 2025 Persson decided to create a spiritual successor to Minecraft, referred to as "Minecraft 2", in response to the results of a poll on X. However, after speaking to his team, he shortly went against this in favour of developing the other choice on his Twitter poll, a roguelike titled Levers and Chests. Games Persson's most popular creation is the survival sandbox game Minecraft, which was first publicly available on 17 May 2009 and fully released on 18 November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011, Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third. Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens Bergensten. He stopped working on Minecraft after a deal with Microsoft to sell Mojang for $2.5 billion. This brought his net worth to US$1.5 billion. Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér will be developing it. Persson revealed on his Tumblr blog on 5 August 2011 that he was being sued by a Swedish law firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The Elder Scrolls series of games. On 17 August 2011 Persson challenged Bethesda to a Quake 3 tournament to decide the outcome of the naming dispute. On 27 September 2011 Persson confirmed that the lawsuit was going to court. ZeniMax Media, owner of Bethesda Softworks, announced the lawsuit's settlement in March 2012. The settlement allowed Mojang to continue using the Scrolls trademark. In 2018, Scrolls was made available free of charge and renamed to Caller's Bane. Cliffhorse is a humorous game programmed in two hours using the Unity game engine and free assets. The game took inspiration from Skyrim's physics engine, "the more embarrassing minimum-effort Greenlight games", Goat Simulator, and Big Rigs: Over the Road Racing. The game was released to Microsoft Windows systems as an early access and honourware game on the first day of E3 2014, instructing users to donate Dogecoin to "buy" the game before downloading it. The game accumulated over 280,000 dogecoins. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality space game set in the distant future in March 2012. On April Fools' Day Mojang launched a satirical website for Mars Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements remained true and on 4 April, Mojang revealed 0x10c (pronounced "Ten to the C") as a space sandbox title. Persson officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as that of Minecraft), released an album of the work he had made for the game. In 2013, Persson made a free game called Shambles in the Unity game engine. Persson has also participated in several Ludum Dare 48-hour game making competitions. Personal life In 2011 Persson married Elin Zetterstrand, whom he had dated for four years before. Zetterstrand was a former moderator on the Minecraft forums. They had a daughter together, but by mid-2012, he began to see little of her. On 15 August 2012 he announced that he and his wife had filed for divorce. The divorce was finalised later that year. On 14 December 2011 Persson's father committed suicide with a handgun after drinking heavily. In an interview with The New Yorker, Persson said of his father: When I decided I wanted to quit my day job and work on my own games, he was the only person who supported my decision. He was proud of me and made sure I knew. When I added the monsters to Minecraft, he told me that the dark caves became too scary for him. But I think that was the only true criticism I ever heard from him. Persson later admitted that he himself suffered from depression and various highs and lows in his mood. Persson has criticised the stance of large game companies on piracy. He once stated that "piracy is not theft", viewing unauthorised downloads as potential future customers. Persson stated himself to be a member of the Pirate Party of Sweden in 2011. He is also a member of Mensa. He has donated to numerous charities, including Médecins Sans Frontières (Doctors Without Borders). Under his direction, Mojang spent a week developing Catacomb Snatch for the Humble Indie Bundle and raised US$458,248 for charity. He also donated $250,000 to the Electronic Frontier Foundation in 2012. In 2011 he gave $3 million in dividends back to Mojang employees. According to Forbes, his net worth in 2023 was around $1.2 billion. In 2014 Persson was one of the biggest taxpayers in Sweden. Around 2014, he lived in a multi-level penthouse in Östermalm, Stockholm, an area he described as "where the rich people live". In December 2014 Persson purchased a home in Trousdale Estates, a neighbourhood in Beverly Hills, California, in the United States, for $70 million, a record sales price for Beverly Hills at the time. Persson reportedly outbid Beyoncé and Jay-Z for the property. Persson began receiving criticism for political and social opinions he expressed on social media as early as 2016. November 30, 2017 In 2017, he proposed a heterosexual pride holiday, and wrote that those who opposed the idea "deserve to be shot." After facing backlash, he deleted the tweets and rescinded his statements, writing, "So yeah, it's about pride of daring to express, not about pride of being who you are. I get it now." Later in the year, he wrote that feminism is a "social disease" and called the video game developer and feminist Zoë Quinn a "cunt", although he was generally critical of the GamerGate movement. He has described intersectional feminism as a "framework for bigotry" and the use of the word mansplaining as being sexist. Also in 2017, Persson tweeted that "It's okay to be white". Later that year, he stated that he believed in the Pizzagate conspiracy theory. In 2019, he tweeted referencing QAnon, saying "Q is legit. Don't trust the media." Later in 2019, he tweeted in response to a pro-transgender internet meme that, "You are absolutely evil if you want to encourage delusion. What happened to not stigmatizing mental illness?" He then also promoted claims that people were fined for "using the wrong pronoun". However, after facing backlash, he tweeted a day afterwards that he had "no idea what [being trans is] like of course, but it's inspiring as hell when people open up and choose to actually be who they know themselves as. Not because it's a cool choice, because it's a big step. I gues [sic] that's actually cool nvm". Later that year, Microsoft removed two mentions of Persson's name in the "19w13a" snapshot of Minecraft and did not invite him to the 10-year anniversary celebration of the game. A spokesperson for Microsoft stated that his views "do not reflect those of Microsoft or Mojang". He is still mentioned in the End Poem ("a flat, infinite world created by a man called Markus").[citation needed] Awards References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-callersbane.com_49-0] | [TOKENS: 3525] |
Contents Markus Persson Markus Alexej Persson (/ˈpɪərsən/ ⓘ PEER-sən, Swedish: [ˈmǎrːkɵs ˈpæ̌ːʂɔn] ⓘ; born 1 June 1979), known by the pseudonym Notch, is a Swedish video game programmer and designer. He is the creator of Minecraft, the best-selling video game in history. He founded the video game development company Mojang Studios in 2009. Persson began developing video games at an early age. His commercial success began after he published an early version of Minecraft in 2009. Prior to the game's official retail release in 2011, it had sold over four million copies. After this point Persson stood down as the lead designer and transferred his creative authority to Jens Bergensten. In September 2014 Persson announced his intention to leave Mojang, and in November of that year the company was sold to Microsoft reportedly for US$2.5 billion, which made him a billionaire. Since 2016 several of Persson's posts on Twitter regarding feminism, race, and transgender rights have caused public controversies. He has been described as "an increasingly polarizing figure, tweeting offensive statements regarding race, the LGBTQ community, gender, and other topics." In an effort to distance itself from Persson, Microsoft removed mentions of his name from Minecraft (excluding one instance in the game's end credits) and did not invite him to the game's tenth anniversary celebration. In 2015 he co-founded a separate game studio called Rubberbrain, which was relaunched in 2024 as Bitshift Entertainment. Early life Markus Alexej Persson was born in Stockholm, Sweden, to a Finnish mother, Ritva, and a Swedish father, Birger, on 1 June 1979. He has one sister. He grew up in Edsbyn until he was seven years old, when his family moved back to Stockholm. In Edsbyn, Persson's father worked for the railroad, and his mother was a nurse. He spent much time outdoors in Edsbyn, exploring the woods with his friends. When Persson was about seven years old, his parents divorced, and he and his sister lived with their mother. His father moved to a cabin in the countryside. Persson said in an interview that they experienced food insecurity around once a month. Persson lost contact with his father for several years after the divorce. According to Persson, his father suffered from depression, bipolar disorder, alcoholism, and medication abuse, and went to jail for robberies. While his father had somewhat recovered during Persson's early life, his father relapsed, contributing to the divorce. His sister also experimented with drugs and ran away from home. He had gained interest in video games at an early age. His father was "a really big nerd", who built his own modem and taught Persson to use the family's Commodore 128. On it, Persson played bootleg games and loaded in various type-in programs from computer magazines with the help of his sister. The first game he purchased with his own money was The Bard's Tale. He began programming on his father's Commodore 128 home computer at the age of seven. He produced his first game at the age of eight, a text-based adventure game. By 1994 Persson knew he wanted to become a video game developer, but his teachers advised him to study graphic design, which he did from ages 15 to 18. Persson, although introverted, was well-liked by his peers, but after entering secondary school was a "loner" and reportedly had only one friend. He spent most of his spare time with games and programming at home. He managed to reverse-engineer the Doom engine, which he continued to take great pride in as of 2014[update]. He never finished high school, but was reportedly a good student. Career Persson started his career working as a web designer. He later found employment at Game Federation, where he met Rolf Jansson. The pair worked in their spare time to build the 2006 video game Wurm Online. The game was released through a new entity, "Mojang Specifications AB". Persson left the project in late 2007. As Persson wanted to reuse the name "Mojang", Jansson agreed to rename the company to Onetoofree AB. Between 2004 and 2009 Persson worked as a game developer for Midasplayer (later known as King). There, he worked as a programmer, mostly building browser games made in Flash. He later worked as a programmer for jAlbum. Prior to creating Minecraft, Persson developed multiple, small games. He also entered a number of game design competitions and participated in discussions on the TIGSource forums, a web forum for independent game developers. One of Persson's more notable personal projects was called RubyDung, an isometric three-dimensional base-building game like RollerCoaster Tycoon and Dwarf Fortress. While working on RubyDung, Persson experimented with a first-person view mode similar to that found in Dungeon Keeper. However, he felt the graphics were too pixelated and omitted this mode. In 2009 Persson found inspiration in Infiniminer, a block-based open-ended mining game. Infiniminer heavily influenced his future work on RubyDung, and was behind Persson's reasoning for returning the first-person mode, the "blocky" visual style and the block-building fundamentals to the game. RubyDung is the earliest known Minecraft prototype created by Persson. On 17 May 2009 Persson released the original edition (later called "Classic version") of Minecraft on the TIGSource forums. He regularly updated the game based on feedback from TIGSource users. Persson released several new versions of Minecraft throughout 2009 and 2010, going through several phases of development including Survival Test, Indev, and Infdev. On 30 June 2010 Persson released the game's Alpha version. While working on the pre-Alpha version of Minecraft, Persson continued working at jAlbum. In 2010, after the release and subsequent success of Minecraft's Alpha version, Persson moved from a full-time role to a part-time role at jAlbum. He left jAlbum later that same year. In September 2010 Persson travelled to Valve Corporation's headquarters in Bellevue, Washington, United States, where he took part in a programming exercise and met Gabe Newell. Persson was subsequently offered a job at Valve, which he turned down in order to continue work on Minecraft. On 20 December 2010 Minecraft moved into its beta phase and began expanding to other platforms, including mobile. In January 2011 Minecraft reached one million registered accounts. Six months afterwards, it reached ten million. The game has sold over four million copies by 7 November 2011. Mojang held the first Minecon from 18 to 19 November 2011 to celebrate its full release, and subsequently made it an annual event. Following this, on 11 December 2011, Persson transferred creative control of Minecraft to Jens Bergensten and began working on another game title, 0x10c, although he reportedly abandoned the project around 2013. In 2013 Mojang recorded revenues of $330 million and profits of $129 million. Persson has stated that, due to the intense media attention and public pressure, he became exhausted with running Minecraft and Mojang. In a September 2014 blog post he shared his realization that he "didn't have the connection to my fans I thought I had", that he had "become a symbol", and that he did not wish to be responsible for Mojang's increasingly large operation. In June 2014 Persson tweeted "Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for trying to do the right thing is not my gig", reportedly partly as a joke. Persson controlled a 71% stake in Mojang at the time. The offer attracted significant interest from Activision Blizzard, EA, and Microsoft. Forbes later reported that Microsoft wanted to purchase the game as a "tax dodge" to turn their taxable excess liquid cash into other assets. In September 2014 Microsoft agreed to purchase Mojang for $2.5 billion, making Persson a billionaire. He then left the company after the deal was finalised in November. Since leaving Mojang, Persson has worked on several small projects. On 23 June 2014 he founded a company with Porsér called Rubberbrain AB; the company had no games by 2021, despite spending SEK 60 million. The company was relaunched as Bitshift Entertainment, LLC on 28 March 2024. Persson expressed interest in creating a new video game studio in 2020, and in developing virtual reality games. He has also since created a series of narrative-driven immersive events called ".party()", which uses extensive visual effects and has been hosted in multiple cities. At the beginning of 2025 Persson decided to create a spiritual successor to Minecraft, referred to as "Minecraft 2", in response to the results of a poll on X. However, after speaking to his team, he shortly went against this in favour of developing the other choice on his Twitter poll, a roguelike titled Levers and Chests. Games Persson's most popular creation is the survival sandbox game Minecraft, which was first publicly available on 17 May 2009 and fully released on 18 November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011, Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third. Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens Bergensten. He stopped working on Minecraft after a deal with Microsoft to sell Mojang for $2.5 billion. This brought his net worth to US$1.5 billion. Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér will be developing it. Persson revealed on his Tumblr blog on 5 August 2011 that he was being sued by a Swedish law firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The Elder Scrolls series of games. On 17 August 2011 Persson challenged Bethesda to a Quake 3 tournament to decide the outcome of the naming dispute. On 27 September 2011 Persson confirmed that the lawsuit was going to court. ZeniMax Media, owner of Bethesda Softworks, announced the lawsuit's settlement in March 2012. The settlement allowed Mojang to continue using the Scrolls trademark. In 2018, Scrolls was made available free of charge and renamed to Caller's Bane. Cliffhorse is a humorous game programmed in two hours using the Unity game engine and free assets. The game took inspiration from Skyrim's physics engine, "the more embarrassing minimum-effort Greenlight games", Goat Simulator, and Big Rigs: Over the Road Racing. The game was released to Microsoft Windows systems as an early access and honourware game on the first day of E3 2014, instructing users to donate Dogecoin to "buy" the game before downloading it. The game accumulated over 280,000 dogecoins. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality space game set in the distant future in March 2012. On April Fools' Day Mojang launched a satirical website for Mars Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements remained true and on 4 April, Mojang revealed 0x10c (pronounced "Ten to the C") as a space sandbox title. Persson officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as that of Minecraft), released an album of the work he had made for the game. In 2013, Persson made a free game called Shambles in the Unity game engine. Persson has also participated in several Ludum Dare 48-hour game making competitions. Personal life In 2011 Persson married Elin Zetterstrand, whom he had dated for four years before. Zetterstrand was a former moderator on the Minecraft forums. They had a daughter together, but by mid-2012, he began to see little of her. On 15 August 2012 he announced that he and his wife had filed for divorce. The divorce was finalised later that year. On 14 December 2011 Persson's father committed suicide with a handgun after drinking heavily. In an interview with The New Yorker, Persson said of his father: When I decided I wanted to quit my day job and work on my own games, he was the only person who supported my decision. He was proud of me and made sure I knew. When I added the monsters to Minecraft, he told me that the dark caves became too scary for him. But I think that was the only true criticism I ever heard from him. Persson later admitted that he himself suffered from depression and various highs and lows in his mood. Persson has criticised the stance of large game companies on piracy. He once stated that "piracy is not theft", viewing unauthorised downloads as potential future customers. Persson stated himself to be a member of the Pirate Party of Sweden in 2011. He is also a member of Mensa. He has donated to numerous charities, including Médecins Sans Frontières (Doctors Without Borders). Under his direction, Mojang spent a week developing Catacomb Snatch for the Humble Indie Bundle and raised US$458,248 for charity. He also donated $250,000 to the Electronic Frontier Foundation in 2012. In 2011 he gave $3 million in dividends back to Mojang employees. According to Forbes, his net worth in 2023 was around $1.2 billion. In 2014 Persson was one of the biggest taxpayers in Sweden. Around 2014, he lived in a multi-level penthouse in Östermalm, Stockholm, an area he described as "where the rich people live". In December 2014 Persson purchased a home in Trousdale Estates, a neighbourhood in Beverly Hills, California, in the United States, for $70 million, a record sales price for Beverly Hills at the time. Persson reportedly outbid Beyoncé and Jay-Z for the property. Persson began receiving criticism for political and social opinions he expressed on social media as early as 2016. November 30, 2017 In 2017, he proposed a heterosexual pride holiday, and wrote that those who opposed the idea "deserve to be shot." After facing backlash, he deleted the tweets and rescinded his statements, writing, "So yeah, it's about pride of daring to express, not about pride of being who you are. I get it now." Later in the year, he wrote that feminism is a "social disease" and called the video game developer and feminist Zoë Quinn a "cunt", although he was generally critical of the GamerGate movement. He has described intersectional feminism as a "framework for bigotry" and the use of the word mansplaining as being sexist. Also in 2017, Persson tweeted that "It's okay to be white". Later that year, he stated that he believed in the Pizzagate conspiracy theory. In 2019, he tweeted referencing QAnon, saying "Q is legit. Don't trust the media." Later in 2019, he tweeted in response to a pro-transgender internet meme that, "You are absolutely evil if you want to encourage delusion. What happened to not stigmatizing mental illness?" He then also promoted claims that people were fined for "using the wrong pronoun". However, after facing backlash, he tweeted a day afterwards that he had "no idea what [being trans is] like of course, but it's inspiring as hell when people open up and choose to actually be who they know themselves as. Not because it's a cool choice, because it's a big step. I gues [sic] that's actually cool nvm". Later that year, Microsoft removed two mentions of Persson's name in the "19w13a" snapshot of Minecraft and did not invite him to the 10-year anniversary celebration of the game. A spokesperson for Microsoft stated that his views "do not reflect those of Microsoft or Mojang". He is still mentioned in the End Poem ("a flat, infinite world created by a man called Markus").[citation needed] Awards References External links |
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[SOURCE: https://www.fast.ai/posts/2018-08-16-diversity-fellowships.html] | [TOKENS: 1291] |
Practical Deep Learning for Coders, part-time Diversity Fellowships, Fall 2018 Rachel Thomas August 16, 2018 On this page At fast.ai, we want to do our part to increase diversity in deep learning and to lower the unnecessary barriers to entry for everyone. We are providing diversity scholarships for our updated part-time, in-person Practical Deep Learning for Coders course presented in conjunction with the University of San Francisco Data Institute, to be offered one evening per week for 7 weeks, starting October 22, in downtown San Francisco. Women, people of Color, LGBTQ people, people with disabilities, and/or veterans are eligible to apply. The deadline to apply is September 17, 2018. Details on how to apply, and FAQ, are at the end of this post. The Power of Deep Learning Deep learning has great potential for good. It is being used by fast.ai students and teachers to diagnose cancer, stop deforestation of endangered rain-forests, provide better crop insurance to farmers in India (who otherwise have to take predatory loans from thugs, which have led to high suicide rates), help Urdu speakers in Pakistan, develop wearable devices for patients with Parkinson’s disease, and much more. Deep learning could address the global shortage of doctors, provide more accurate medical diagnoses, improve energy efficiency, increase farm yields, and reduce pesticide use. However, there is also great potential for harm. We are worried about unethical uses of data science, and about the ways that society’s racial and gender biases (summary here) are being encoded into our machine learning systems. We are concerned that an extremely homogeneous group is building technology that impacts everyone. People can’t address problems that they’re not aware of, and with more diverse practitioners, a wider variety of important societal problems will be tackled. We want to get deep learning into the hands of as many people as possible, from as many diverse backgrounds as possible. People with different backgrounds have different problems they’re interested in solving. The traditional approach is to start with an AI expert and then give them a problem to work on; at fast.ai we want people who are knowledgeable and passionate about the problems they are working on, and we’ll teach them the deep learning they need. People sometimes ask if I think it's risky for everyone to have access to AI. I think it's MORE risky for an exclusive & homogeneous group alone to develop tech that impacts us all. https://t.co/0jRfmgXGDJ While some people worry that it’s risky for more people to have access to AI; I believe the opposite. We’ve already seen the harm wreaked by elite and exclusive companies such as Facebook, Palantir, and YouTube/Google. Getting people from a wider range of backgrounds involved can help us address these problems. The fast.ai approach We began fast.ai with an experiment: to see if we could teach deep learning to coders, with no math pre-requisites beyond high school math, and get them to state-of-the-art results in just 7 weeks. This was very different from other deep learning materials, many of which assume a graduate level math background, focus on theory, only work on toy problems, and don’t even include the practical tips. We didn’t even know if what we were attempting was possible, but the fast.ai course has been a huge success! Fast.ai students have been accepted to the elite Google Brain residency, launched companies, won hackathons, invented a new fraud detection algorithm, had work featured on the HBO TV show Silicon Valley, and more, all from taking a course that has only one year of coding experience as the pre-requisite. fast.ai is not just an educational resource; we also do cutting-edge research and have achieved state-of-the-art results. Our wins (and here) in Stanford’s DAWNBench competition against much better funded teams from Google and Intel were covered in the MIT Tech Review and the Verge. Jeremy’s work with Sebastian Ruder achieving state-of-the art on 6 language classification datasets was accepted by ACL and is being built upon by OpenAI. All this research is incorporated into our course, teaching students state-of-the-art techniques. How to Apply Deep Learning Part 1 covers the use of deep learning for image recognition, recommendation systems, sentiment analysis, and time-series prediction. Wondering if you’re qualified? The only requirements are: The number of scholarships we are able to offer depends on how much funding we receive (if your organization may be able to sponsor one or more places, please let us know). To apply for the fellowship, you will need to submit a resume and statement of purpose. The statement of purpose will include the following: Diversity Fellowship applications should be submitted here: https://gradapply.usfca.edu/register/di_certificates If you have any questions, please email [email protected]. The deadline to apply is September 17, 2018. FAQ I’m not eligible for the diversity scholarship, but I’m still interested. Can I take the course? Absolutely! You can register here. I don’t live in the San Francisco Bay Area; can I participate remotely? Yes! Once again, we will be offering remote international fellowships. Stay tuned for details to be released in a blog post in the next few weeks. Will this course be made available online later? Yes, this course will be made freely available online afterwards. Benefits of taking the in-person course include earlier access, community and in-person interaction, and more structure (for those that struggle with motivation when taking online courses). Is fast.ai able to sponsor visas or provide stipends for living expenses? No, we are not able to sponsor visas nor to cover living expenses. How will this course differ from the previous fast.ai courses? Our goal at fast.ai is to push the state-of-the-art. Each year, we want to make deep learning increasingly intuitive to use while giving better results. With our fastai library, we are beating our own state-of-the-art results from last year. This year’s course will coincide with our release of an updated version of the fastai library (built on top of PyTorch). What language is the course taught in? The course is taught in Python, using the fastai library and PyTorch. Some of our students have gone on to use the fastai library in production at Fortune 500 companies. |
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[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-47] | [TOKENS: 3525] |
Contents Markus Persson Markus Alexej Persson (/ˈpɪərsən/ ⓘ PEER-sən, Swedish: [ˈmǎrːkɵs ˈpæ̌ːʂɔn] ⓘ; born 1 June 1979), known by the pseudonym Notch, is a Swedish video game programmer and designer. He is the creator of Minecraft, the best-selling video game in history. He founded the video game development company Mojang Studios in 2009. Persson began developing video games at an early age. His commercial success began after he published an early version of Minecraft in 2009. Prior to the game's official retail release in 2011, it had sold over four million copies. After this point Persson stood down as the lead designer and transferred his creative authority to Jens Bergensten. In September 2014 Persson announced his intention to leave Mojang, and in November of that year the company was sold to Microsoft reportedly for US$2.5 billion, which made him a billionaire. Since 2016 several of Persson's posts on Twitter regarding feminism, race, and transgender rights have caused public controversies. He has been described as "an increasingly polarizing figure, tweeting offensive statements regarding race, the LGBTQ community, gender, and other topics." In an effort to distance itself from Persson, Microsoft removed mentions of his name from Minecraft (excluding one instance in the game's end credits) and did not invite him to the game's tenth anniversary celebration. In 2015 he co-founded a separate game studio called Rubberbrain, which was relaunched in 2024 as Bitshift Entertainment. Early life Markus Alexej Persson was born in Stockholm, Sweden, to a Finnish mother, Ritva, and a Swedish father, Birger, on 1 June 1979. He has one sister. He grew up in Edsbyn until he was seven years old, when his family moved back to Stockholm. In Edsbyn, Persson's father worked for the railroad, and his mother was a nurse. He spent much time outdoors in Edsbyn, exploring the woods with his friends. When Persson was about seven years old, his parents divorced, and he and his sister lived with their mother. His father moved to a cabin in the countryside. Persson said in an interview that they experienced food insecurity around once a month. Persson lost contact with his father for several years after the divorce. According to Persson, his father suffered from depression, bipolar disorder, alcoholism, and medication abuse, and went to jail for robberies. While his father had somewhat recovered during Persson's early life, his father relapsed, contributing to the divorce. His sister also experimented with drugs and ran away from home. He had gained interest in video games at an early age. His father was "a really big nerd", who built his own modem and taught Persson to use the family's Commodore 128. On it, Persson played bootleg games and loaded in various type-in programs from computer magazines with the help of his sister. The first game he purchased with his own money was The Bard's Tale. He began programming on his father's Commodore 128 home computer at the age of seven. He produced his first game at the age of eight, a text-based adventure game. By 1994 Persson knew he wanted to become a video game developer, but his teachers advised him to study graphic design, which he did from ages 15 to 18. Persson, although introverted, was well-liked by his peers, but after entering secondary school was a "loner" and reportedly had only one friend. He spent most of his spare time with games and programming at home. He managed to reverse-engineer the Doom engine, which he continued to take great pride in as of 2014[update]. He never finished high school, but was reportedly a good student. Career Persson started his career working as a web designer. He later found employment at Game Federation, where he met Rolf Jansson. The pair worked in their spare time to build the 2006 video game Wurm Online. The game was released through a new entity, "Mojang Specifications AB". Persson left the project in late 2007. As Persson wanted to reuse the name "Mojang", Jansson agreed to rename the company to Onetoofree AB. Between 2004 and 2009 Persson worked as a game developer for Midasplayer (later known as King). There, he worked as a programmer, mostly building browser games made in Flash. He later worked as a programmer for jAlbum. Prior to creating Minecraft, Persson developed multiple, small games. He also entered a number of game design competitions and participated in discussions on the TIGSource forums, a web forum for independent game developers. One of Persson's more notable personal projects was called RubyDung, an isometric three-dimensional base-building game like RollerCoaster Tycoon and Dwarf Fortress. While working on RubyDung, Persson experimented with a first-person view mode similar to that found in Dungeon Keeper. However, he felt the graphics were too pixelated and omitted this mode. In 2009 Persson found inspiration in Infiniminer, a block-based open-ended mining game. Infiniminer heavily influenced his future work on RubyDung, and was behind Persson's reasoning for returning the first-person mode, the "blocky" visual style and the block-building fundamentals to the game. RubyDung is the earliest known Minecraft prototype created by Persson. On 17 May 2009 Persson released the original edition (later called "Classic version") of Minecraft on the TIGSource forums. He regularly updated the game based on feedback from TIGSource users. Persson released several new versions of Minecraft throughout 2009 and 2010, going through several phases of development including Survival Test, Indev, and Infdev. On 30 June 2010 Persson released the game's Alpha version. While working on the pre-Alpha version of Minecraft, Persson continued working at jAlbum. In 2010, after the release and subsequent success of Minecraft's Alpha version, Persson moved from a full-time role to a part-time role at jAlbum. He left jAlbum later that same year. In September 2010 Persson travelled to Valve Corporation's headquarters in Bellevue, Washington, United States, where he took part in a programming exercise and met Gabe Newell. Persson was subsequently offered a job at Valve, which he turned down in order to continue work on Minecraft. On 20 December 2010 Minecraft moved into its beta phase and began expanding to other platforms, including mobile. In January 2011 Minecraft reached one million registered accounts. Six months afterwards, it reached ten million. The game has sold over four million copies by 7 November 2011. Mojang held the first Minecon from 18 to 19 November 2011 to celebrate its full release, and subsequently made it an annual event. Following this, on 11 December 2011, Persson transferred creative control of Minecraft to Jens Bergensten and began working on another game title, 0x10c, although he reportedly abandoned the project around 2013. In 2013 Mojang recorded revenues of $330 million and profits of $129 million. Persson has stated that, due to the intense media attention and public pressure, he became exhausted with running Minecraft and Mojang. In a September 2014 blog post he shared his realization that he "didn't have the connection to my fans I thought I had", that he had "become a symbol", and that he did not wish to be responsible for Mojang's increasingly large operation. In June 2014 Persson tweeted "Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for trying to do the right thing is not my gig", reportedly partly as a joke. Persson controlled a 71% stake in Mojang at the time. The offer attracted significant interest from Activision Blizzard, EA, and Microsoft. Forbes later reported that Microsoft wanted to purchase the game as a "tax dodge" to turn their taxable excess liquid cash into other assets. In September 2014 Microsoft agreed to purchase Mojang for $2.5 billion, making Persson a billionaire. He then left the company after the deal was finalised in November. Since leaving Mojang, Persson has worked on several small projects. On 23 June 2014 he founded a company with Porsér called Rubberbrain AB; the company had no games by 2021, despite spending SEK 60 million. The company was relaunched as Bitshift Entertainment, LLC on 28 March 2024. Persson expressed interest in creating a new video game studio in 2020, and in developing virtual reality games. He has also since created a series of narrative-driven immersive events called ".party()", which uses extensive visual effects and has been hosted in multiple cities. At the beginning of 2025 Persson decided to create a spiritual successor to Minecraft, referred to as "Minecraft 2", in response to the results of a poll on X. However, after speaking to his team, he shortly went against this in favour of developing the other choice on his Twitter poll, a roguelike titled Levers and Chests. Games Persson's most popular creation is the survival sandbox game Minecraft, which was first publicly available on 17 May 2009 and fully released on 18 November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011, Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third. Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens Bergensten. He stopped working on Minecraft after a deal with Microsoft to sell Mojang for $2.5 billion. This brought his net worth to US$1.5 billion. Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér will be developing it. Persson revealed on his Tumblr blog on 5 August 2011 that he was being sued by a Swedish law firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The Elder Scrolls series of games. On 17 August 2011 Persson challenged Bethesda to a Quake 3 tournament to decide the outcome of the naming dispute. On 27 September 2011 Persson confirmed that the lawsuit was going to court. ZeniMax Media, owner of Bethesda Softworks, announced the lawsuit's settlement in March 2012. The settlement allowed Mojang to continue using the Scrolls trademark. In 2018, Scrolls was made available free of charge and renamed to Caller's Bane. Cliffhorse is a humorous game programmed in two hours using the Unity game engine and free assets. The game took inspiration from Skyrim's physics engine, "the more embarrassing minimum-effort Greenlight games", Goat Simulator, and Big Rigs: Over the Road Racing. The game was released to Microsoft Windows systems as an early access and honourware game on the first day of E3 2014, instructing users to donate Dogecoin to "buy" the game before downloading it. The game accumulated over 280,000 dogecoins. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality space game set in the distant future in March 2012. On April Fools' Day Mojang launched a satirical website for Mars Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements remained true and on 4 April, Mojang revealed 0x10c (pronounced "Ten to the C") as a space sandbox title. Persson officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as that of Minecraft), released an album of the work he had made for the game. In 2013, Persson made a free game called Shambles in the Unity game engine. Persson has also participated in several Ludum Dare 48-hour game making competitions. Personal life In 2011 Persson married Elin Zetterstrand, whom he had dated for four years before. Zetterstrand was a former moderator on the Minecraft forums. They had a daughter together, but by mid-2012, he began to see little of her. On 15 August 2012 he announced that he and his wife had filed for divorce. The divorce was finalised later that year. On 14 December 2011 Persson's father committed suicide with a handgun after drinking heavily. In an interview with The New Yorker, Persson said of his father: When I decided I wanted to quit my day job and work on my own games, he was the only person who supported my decision. He was proud of me and made sure I knew. When I added the monsters to Minecraft, he told me that the dark caves became too scary for him. But I think that was the only true criticism I ever heard from him. Persson later admitted that he himself suffered from depression and various highs and lows in his mood. Persson has criticised the stance of large game companies on piracy. He once stated that "piracy is not theft", viewing unauthorised downloads as potential future customers. Persson stated himself to be a member of the Pirate Party of Sweden in 2011. He is also a member of Mensa. He has donated to numerous charities, including Médecins Sans Frontières (Doctors Without Borders). Under his direction, Mojang spent a week developing Catacomb Snatch for the Humble Indie Bundle and raised US$458,248 for charity. He also donated $250,000 to the Electronic Frontier Foundation in 2012. In 2011 he gave $3 million in dividends back to Mojang employees. According to Forbes, his net worth in 2023 was around $1.2 billion. In 2014 Persson was one of the biggest taxpayers in Sweden. Around 2014, he lived in a multi-level penthouse in Östermalm, Stockholm, an area he described as "where the rich people live". In December 2014 Persson purchased a home in Trousdale Estates, a neighbourhood in Beverly Hills, California, in the United States, for $70 million, a record sales price for Beverly Hills at the time. Persson reportedly outbid Beyoncé and Jay-Z for the property. Persson began receiving criticism for political and social opinions he expressed on social media as early as 2016. November 30, 2017 In 2017, he proposed a heterosexual pride holiday, and wrote that those who opposed the idea "deserve to be shot." After facing backlash, he deleted the tweets and rescinded his statements, writing, "So yeah, it's about pride of daring to express, not about pride of being who you are. I get it now." Later in the year, he wrote that feminism is a "social disease" and called the video game developer and feminist Zoë Quinn a "cunt", although he was generally critical of the GamerGate movement. He has described intersectional feminism as a "framework for bigotry" and the use of the word mansplaining as being sexist. Also in 2017, Persson tweeted that "It's okay to be white". Later that year, he stated that he believed in the Pizzagate conspiracy theory. In 2019, he tweeted referencing QAnon, saying "Q is legit. Don't trust the media." Later in 2019, he tweeted in response to a pro-transgender internet meme that, "You are absolutely evil if you want to encourage delusion. What happened to not stigmatizing mental illness?" He then also promoted claims that people were fined for "using the wrong pronoun". However, after facing backlash, he tweeted a day afterwards that he had "no idea what [being trans is] like of course, but it's inspiring as hell when people open up and choose to actually be who they know themselves as. Not because it's a cool choice, because it's a big step. I gues [sic] that's actually cool nvm". Later that year, Microsoft removed two mentions of Persson's name in the "19w13a" snapshot of Minecraft and did not invite him to the 10-year anniversary celebration of the game. A spokesperson for Microsoft stated that his views "do not reflect those of Microsoft or Mojang". He is still mentioned in the End Poem ("a flat, infinite world created by a man called Markus").[citation needed] Awards References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-55] | [TOKENS: 3525] |
Contents Markus Persson Markus Alexej Persson (/ˈpɪərsən/ ⓘ PEER-sən, Swedish: [ˈmǎrːkɵs ˈpæ̌ːʂɔn] ⓘ; born 1 June 1979), known by the pseudonym Notch, is a Swedish video game programmer and designer. He is the creator of Minecraft, the best-selling video game in history. He founded the video game development company Mojang Studios in 2009. Persson began developing video games at an early age. His commercial success began after he published an early version of Minecraft in 2009. Prior to the game's official retail release in 2011, it had sold over four million copies. After this point Persson stood down as the lead designer and transferred his creative authority to Jens Bergensten. In September 2014 Persson announced his intention to leave Mojang, and in November of that year the company was sold to Microsoft reportedly for US$2.5 billion, which made him a billionaire. Since 2016 several of Persson's posts on Twitter regarding feminism, race, and transgender rights have caused public controversies. He has been described as "an increasingly polarizing figure, tweeting offensive statements regarding race, the LGBTQ community, gender, and other topics." In an effort to distance itself from Persson, Microsoft removed mentions of his name from Minecraft (excluding one instance in the game's end credits) and did not invite him to the game's tenth anniversary celebration. In 2015 he co-founded a separate game studio called Rubberbrain, which was relaunched in 2024 as Bitshift Entertainment. Early life Markus Alexej Persson was born in Stockholm, Sweden, to a Finnish mother, Ritva, and a Swedish father, Birger, on 1 June 1979. He has one sister. He grew up in Edsbyn until he was seven years old, when his family moved back to Stockholm. In Edsbyn, Persson's father worked for the railroad, and his mother was a nurse. He spent much time outdoors in Edsbyn, exploring the woods with his friends. When Persson was about seven years old, his parents divorced, and he and his sister lived with their mother. His father moved to a cabin in the countryside. Persson said in an interview that they experienced food insecurity around once a month. Persson lost contact with his father for several years after the divorce. According to Persson, his father suffered from depression, bipolar disorder, alcoholism, and medication abuse, and went to jail for robberies. While his father had somewhat recovered during Persson's early life, his father relapsed, contributing to the divorce. His sister also experimented with drugs and ran away from home. He had gained interest in video games at an early age. His father was "a really big nerd", who built his own modem and taught Persson to use the family's Commodore 128. On it, Persson played bootleg games and loaded in various type-in programs from computer magazines with the help of his sister. The first game he purchased with his own money was The Bard's Tale. He began programming on his father's Commodore 128 home computer at the age of seven. He produced his first game at the age of eight, a text-based adventure game. By 1994 Persson knew he wanted to become a video game developer, but his teachers advised him to study graphic design, which he did from ages 15 to 18. Persson, although introverted, was well-liked by his peers, but after entering secondary school was a "loner" and reportedly had only one friend. He spent most of his spare time with games and programming at home. He managed to reverse-engineer the Doom engine, which he continued to take great pride in as of 2014[update]. He never finished high school, but was reportedly a good student. Career Persson started his career working as a web designer. He later found employment at Game Federation, where he met Rolf Jansson. The pair worked in their spare time to build the 2006 video game Wurm Online. The game was released through a new entity, "Mojang Specifications AB". Persson left the project in late 2007. As Persson wanted to reuse the name "Mojang", Jansson agreed to rename the company to Onetoofree AB. Between 2004 and 2009 Persson worked as a game developer for Midasplayer (later known as King). There, he worked as a programmer, mostly building browser games made in Flash. He later worked as a programmer for jAlbum. Prior to creating Minecraft, Persson developed multiple, small games. He also entered a number of game design competitions and participated in discussions on the TIGSource forums, a web forum for independent game developers. One of Persson's more notable personal projects was called RubyDung, an isometric three-dimensional base-building game like RollerCoaster Tycoon and Dwarf Fortress. While working on RubyDung, Persson experimented with a first-person view mode similar to that found in Dungeon Keeper. However, he felt the graphics were too pixelated and omitted this mode. In 2009 Persson found inspiration in Infiniminer, a block-based open-ended mining game. Infiniminer heavily influenced his future work on RubyDung, and was behind Persson's reasoning for returning the first-person mode, the "blocky" visual style and the block-building fundamentals to the game. RubyDung is the earliest known Minecraft prototype created by Persson. On 17 May 2009 Persson released the original edition (later called "Classic version") of Minecraft on the TIGSource forums. He regularly updated the game based on feedback from TIGSource users. Persson released several new versions of Minecraft throughout 2009 and 2010, going through several phases of development including Survival Test, Indev, and Infdev. On 30 June 2010 Persson released the game's Alpha version. While working on the pre-Alpha version of Minecraft, Persson continued working at jAlbum. In 2010, after the release and subsequent success of Minecraft's Alpha version, Persson moved from a full-time role to a part-time role at jAlbum. He left jAlbum later that same year. In September 2010 Persson travelled to Valve Corporation's headquarters in Bellevue, Washington, United States, where he took part in a programming exercise and met Gabe Newell. Persson was subsequently offered a job at Valve, which he turned down in order to continue work on Minecraft. On 20 December 2010 Minecraft moved into its beta phase and began expanding to other platforms, including mobile. In January 2011 Minecraft reached one million registered accounts. Six months afterwards, it reached ten million. The game has sold over four million copies by 7 November 2011. Mojang held the first Minecon from 18 to 19 November 2011 to celebrate its full release, and subsequently made it an annual event. Following this, on 11 December 2011, Persson transferred creative control of Minecraft to Jens Bergensten and began working on another game title, 0x10c, although he reportedly abandoned the project around 2013. In 2013 Mojang recorded revenues of $330 million and profits of $129 million. Persson has stated that, due to the intense media attention and public pressure, he became exhausted with running Minecraft and Mojang. In a September 2014 blog post he shared his realization that he "didn't have the connection to my fans I thought I had", that he had "become a symbol", and that he did not wish to be responsible for Mojang's increasingly large operation. In June 2014 Persson tweeted "Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for trying to do the right thing is not my gig", reportedly partly as a joke. Persson controlled a 71% stake in Mojang at the time. The offer attracted significant interest from Activision Blizzard, EA, and Microsoft. Forbes later reported that Microsoft wanted to purchase the game as a "tax dodge" to turn their taxable excess liquid cash into other assets. In September 2014 Microsoft agreed to purchase Mojang for $2.5 billion, making Persson a billionaire. He then left the company after the deal was finalised in November. Since leaving Mojang, Persson has worked on several small projects. On 23 June 2014 he founded a company with Porsér called Rubberbrain AB; the company had no games by 2021, despite spending SEK 60 million. The company was relaunched as Bitshift Entertainment, LLC on 28 March 2024. Persson expressed interest in creating a new video game studio in 2020, and in developing virtual reality games. He has also since created a series of narrative-driven immersive events called ".party()", which uses extensive visual effects and has been hosted in multiple cities. At the beginning of 2025 Persson decided to create a spiritual successor to Minecraft, referred to as "Minecraft 2", in response to the results of a poll on X. However, after speaking to his team, he shortly went against this in favour of developing the other choice on his Twitter poll, a roguelike titled Levers and Chests. Games Persson's most popular creation is the survival sandbox game Minecraft, which was first publicly available on 17 May 2009 and fully released on 18 November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011, Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third. Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens Bergensten. He stopped working on Minecraft after a deal with Microsoft to sell Mojang for $2.5 billion. This brought his net worth to US$1.5 billion. Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér will be developing it. Persson revealed on his Tumblr blog on 5 August 2011 that he was being sued by a Swedish law firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The Elder Scrolls series of games. On 17 August 2011 Persson challenged Bethesda to a Quake 3 tournament to decide the outcome of the naming dispute. On 27 September 2011 Persson confirmed that the lawsuit was going to court. ZeniMax Media, owner of Bethesda Softworks, announced the lawsuit's settlement in March 2012. The settlement allowed Mojang to continue using the Scrolls trademark. In 2018, Scrolls was made available free of charge and renamed to Caller's Bane. Cliffhorse is a humorous game programmed in two hours using the Unity game engine and free assets. The game took inspiration from Skyrim's physics engine, "the more embarrassing minimum-effort Greenlight games", Goat Simulator, and Big Rigs: Over the Road Racing. The game was released to Microsoft Windows systems as an early access and honourware game on the first day of E3 2014, instructing users to donate Dogecoin to "buy" the game before downloading it. The game accumulated over 280,000 dogecoins. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality space game set in the distant future in March 2012. On April Fools' Day Mojang launched a satirical website for Mars Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements remained true and on 4 April, Mojang revealed 0x10c (pronounced "Ten to the C") as a space sandbox title. Persson officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as that of Minecraft), released an album of the work he had made for the game. In 2013, Persson made a free game called Shambles in the Unity game engine. Persson has also participated in several Ludum Dare 48-hour game making competitions. Personal life In 2011 Persson married Elin Zetterstrand, whom he had dated for four years before. Zetterstrand was a former moderator on the Minecraft forums. They had a daughter together, but by mid-2012, he began to see little of her. On 15 August 2012 he announced that he and his wife had filed for divorce. The divorce was finalised later that year. On 14 December 2011 Persson's father committed suicide with a handgun after drinking heavily. In an interview with The New Yorker, Persson said of his father: When I decided I wanted to quit my day job and work on my own games, he was the only person who supported my decision. He was proud of me and made sure I knew. When I added the monsters to Minecraft, he told me that the dark caves became too scary for him. But I think that was the only true criticism I ever heard from him. Persson later admitted that he himself suffered from depression and various highs and lows in his mood. Persson has criticised the stance of large game companies on piracy. He once stated that "piracy is not theft", viewing unauthorised downloads as potential future customers. Persson stated himself to be a member of the Pirate Party of Sweden in 2011. He is also a member of Mensa. He has donated to numerous charities, including Médecins Sans Frontières (Doctors Without Borders). Under his direction, Mojang spent a week developing Catacomb Snatch for the Humble Indie Bundle and raised US$458,248 for charity. He also donated $250,000 to the Electronic Frontier Foundation in 2012. In 2011 he gave $3 million in dividends back to Mojang employees. According to Forbes, his net worth in 2023 was around $1.2 billion. In 2014 Persson was one of the biggest taxpayers in Sweden. Around 2014, he lived in a multi-level penthouse in Östermalm, Stockholm, an area he described as "where the rich people live". In December 2014 Persson purchased a home in Trousdale Estates, a neighbourhood in Beverly Hills, California, in the United States, for $70 million, a record sales price for Beverly Hills at the time. Persson reportedly outbid Beyoncé and Jay-Z for the property. Persson began receiving criticism for political and social opinions he expressed on social media as early as 2016. November 30, 2017 In 2017, he proposed a heterosexual pride holiday, and wrote that those who opposed the idea "deserve to be shot." After facing backlash, he deleted the tweets and rescinded his statements, writing, "So yeah, it's about pride of daring to express, not about pride of being who you are. I get it now." Later in the year, he wrote that feminism is a "social disease" and called the video game developer and feminist Zoë Quinn a "cunt", although he was generally critical of the GamerGate movement. He has described intersectional feminism as a "framework for bigotry" and the use of the word mansplaining as being sexist. Also in 2017, Persson tweeted that "It's okay to be white". Later that year, he stated that he believed in the Pizzagate conspiracy theory. In 2019, he tweeted referencing QAnon, saying "Q is legit. Don't trust the media." Later in 2019, he tweeted in response to a pro-transgender internet meme that, "You are absolutely evil if you want to encourage delusion. What happened to not stigmatizing mental illness?" He then also promoted claims that people were fined for "using the wrong pronoun". However, after facing backlash, he tweeted a day afterwards that he had "no idea what [being trans is] like of course, but it's inspiring as hell when people open up and choose to actually be who they know themselves as. Not because it's a cool choice, because it's a big step. I gues [sic] that's actually cool nvm". Later that year, Microsoft removed two mentions of Persson's name in the "19w13a" snapshot of Minecraft and did not invite him to the 10-year anniversary celebration of the game. A spokesperson for Microsoft stated that his views "do not reflect those of Microsoft or Mojang". He is still mentioned in the End Poem ("a flat, infinite world created by a man called Markus").[citation needed] Awards References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Temple_Run] | [TOKENS: 2547] |
Contents Temple Run Temple Run is a 2011 endless runner video game developed and published by Imangi Studios. The player controls an explorer who has obtained an ancient relic and runs from demonic monkey-like creatures chasing them. The game was initially released for iOS devices on August 4, 2011, and later ported to Android systems on March 27, 2012, and Windows Phone 8 on March 27, 2013. The game was a commercial success with positive reviews from critics. The success of the game led to a sequel, Temple Run 2. Collaborations with Disney/Pixar led to Temple Run: Brave and Temple Run: Oz, and a third spin-off in development by Scopely titled, Temple Run: Treasure Hunters as a match-three video game. Temple Run also received activity books and a board game. The success of the game also inspired multiple games that copy Temple Run's gameplay and branding. Gameplay In Temple Run, the player controls either Guy Dangerous, an average explorer; Scarlett Fox, an escape artist; Barry Bones, a city police officer; Karma Lee, the fastest runner in the Far East; Montana Smith, the "second greatest explorer ever" (referring to Indiana Jones being the greatest explorer); Francisco Montoya, a Spanish conquistador; or Zack Wonder, a football star. The character chosen embarks on an adventure to seek an ancient and valuable golden idol from an Aztec temple, not realizing that the temple is inhabited by a family of demonic monkeys who want to devour them. As the game is an endless running game, there is no end to the temple; the player plays until the character collides into a large obstacle, falls into the water, or is overtaken by the monkeys, all resulting in a game over sooner or later. While the character is running, the player can tilt their device left or right to move the character to either side of the screen to collect coins and/or avoid obstacles. If the player wishes to turn left or right, the touchscreen can be swiped in the corresponding direction. If the player wishes to jump over an object, the screen can be swiped upwards and if they wish to slide under an object, the screen can be swiped downwards. There are three types of coins to be found while the character is running: gold, red, and blue. A gold coin will only add one coin to the player's total number of coins. Red coins are worth two coins, while blue coins are worth three. The coins can be used to buy and then upgrade power-ups and/or other characters. Coins can also be bought by the player through in-app purchases with payments of actual money. Development Temple Run was designed, programmed, and produced by husband-and-wife team Keith Shepherd and Natalia Luckyanova with art by Kiril Tchangov. The game took a total of four months to develop. Development began after the financial failure of Imangi Studios' previous game, Max Adventure and used that game to prototype Temple Run's controls. Imangi Studios wanted to make a quick game with simpler controls in contrast to Max Adventure's dual analog controls. Keith started the prototype by making a game where the character is always running and can be controlled by rotating the environment from a top-down perspective. This idea was scrapped due to causing extreme dizziness during testing. To fix the problem, constraints were added so that players can only make 90° turns and perspective be fixed behind the character. When it came to the game's aesthetics, multiple ideas were conceptualized but ultimately settled for the character to running on a pathway resembling the Great Wall of China or Aztec temple. After the temple design was solidified, Imangi Studios questioned the player character's motivation for constantly running without any breaks and came up with the idea of having something chasing him. Imangi Studios originally had the aliens from Max Adventure as placeholders. Kiril created the design of evil demon monkeys and gave them skull masks due to his desire of adding skulls in games he's involved in. Natalia initially did not like having evil demon monkeys chasing the player character and found them terrifying. Keith and Kiril, however, liked the evil demon monkeys and convinced Natalia to remain in the final product. Natalia later admitted that they were right and that it added immediacy and adrenaline. The coin and gem mechanic was originally intended to be a variety of colored gems where the player would receive different bonuses depending on what combination of gems was obtained, similar to poker hand rankings but was proven too difficult to achieve and was scrapped. Natalia mentioned coins and Gems were particularly frustrating to add into the game that at one point were removed during development, but were added back due to the team missing them. The Guinness World Record highest score for Temple Run was 67,702,984 points, achieved by "Thymufasa707" on July 10, 2013. The game was released on the App Store on August 4, 2011. The game was originally for 99 cents to download, but was switched to freemium prior to December 2011. After the release of its sequel Temple Run 2, the game renamed to Temple Run: Classic. On January 12, 2012, Imangi Studios announced on the Temple Run Facebook page that the game would be released for the Android platform in February. The game was released on Google Play on March 27, a month later than expected. As Temple Run was originally released with an in-house engine on iOS, there were some difficulties when it was ported to Android, primarily related to the use of the Unity game engine. Initially, the game frequently crashed,[unreliable source?] occasionally caused devices to overheat, and drained battery life extremely quickly.[unreliable source?] This led to generally unfavourable reviews.[failed verification] On March 27, 2013, the game was released for Windows Phone 8. An arcade version was developed by Coastal Amusements and released in early November 2012, it was based on the iOS version. The arcade version was discontinued some time after. Temple Run would then have an update for iOS and Android released on April 2018, which is based on the Android version and has a new splash screen. Related media In November 2013, The Hollywood Reporter reported that Warner Bros. Pictures and producer David Heyman were in talks with Imangi Studios to make a movie version of Temple Run.[needs update] In July 2014, a Temple Run fiction series and an activity book was published by Egmont Publishing. The series is called Run For Your Life, with the first four titles called Jungle Trek, Doom Lagoon, Arctic Rescue and Pyramid Peril. The series is a "choose-your-own-ending" series aimed at fans of the game and books like Beast Quest. The activity book, Temple Run Downloaded is shaped like a tablet and includes Temple Run info, character profiles, mazes and brain teasers. Reception Since its initial release on the App Store, the popularity of the game has soared, to the point that Imangi Studios became more popular than Zynga. In the iTunes Store, the game was included in the top 50 most-downloaded apps in December 2011, and eventually became the number one free iOS app in the Store. It also reached the position of the top grossing iOS app. The Android version was downloaded one million times within three days of its release. By June 2014, Temple Run and its sequel were downloaded over 1 billion times. Temple Run received an honorable mention for the Best Mobile Game category during the 14th annual Independent Games Festival, in 2012. The game was voted as the Favorite App in the 2013 Kids' Choice Awards and was also nominated for the same category a year later, which it lost to Despicable Me: Minion Rush. The Arcade version won the 2013 Best of Show Awards bronze medal for the "Videmption Arcade Games" category. Temple Run has been generally well-received amongst critics. The iOS version holds an aggregate score of 80 out of 100 on Metacritic based on 10 reviews. Phillip Levin of 148Apps praised the gameplay but criticizing the backgrounds; "my big qualm with Temple Run lies in the fact that the majority of the game's scenery looks the same. Yeah, the scenery does change here and there, but most of the time, gamers are running through ruined, temple pathways that look consistently the same. It all starts to blur together after a while." AppSpy's Andrew Nesvadba was more impressed, writing "Temple Run tightens up and polishes the endless-runner for the 3rd dimension, giving players a unique and fun challenge that controls like a dream." TouchArcade's Nissa Campbell praising its move away from the "one-button jumping control system" of most endless runners, as well as the game's milieu; "Any endless runner worth the name will give you high-tension situations and that "one more time" compulsion. But Temple Run is probably the only one that also makes you feel like a daring archaeologist with a penchant for deadly situations." Gamezebo's Art Green called it "an instant iPhone classic," and writing "addictive doesn't even accurately describe the game. Enthralling gameplay as the game speeds up. Objectives add goals that keep you playing." Slide to Play's Andrew Webster praised the upgrade system, 3D graphics, and controls, concluding "Even if you think you're sick of automatic runners, Temple Run proves there's still much life left in the genre. It matches the sheer thrill and intensity of Canabalt, but with a completely new theme and perspective. We've all wanted to be Indiana Jones at some point, and now's your chance." IGN's Justin Davis praised the game's depth and upgrade system, which he felt distinguished it from other endless runners, such as Canabalt and Robot Unicorn Attack. He concluded that "Temple Run is a fast and frenzied iPhone experience. The combination of swiping and tilt controls give each session a frantic feeling [...] Gamers craving a new iOS time waster should give Temple Run a long look." PC Magazine's Laarni Almendrala Ragaza called the initial Android version "crisp", with "snappy" navigation. They also included it in their "Mobile Apps to keep Kids Happy" list. Legacy In the wake of Temple Run's success, other developers created games of a similar style, such as Temple Guns, Temple Jump, Piggy Run, Zombie Run and Pyramid Run. Imangi Studios co-founder Keith Shepherd found it flattering that developers were inspired by the game to create interesting games that make them unique. However, Shepard also found it frustrating when developers took exact gameplay, branding, and assets from their original game. This led to many of those games, including one from indie developer Anton Sinelnikov being removed from the App Store. Temple Run was followed by several sequels and spin-offs, becoming the first game in the Temple Run series. The second entry in the series is Temple Run: Brave and is a spin-off based on the Pixar film, Brave. It was released on Android and iOS on June 14, 2012. The third entry in the series is Temple Run 2 and serves as the direct sequel to Temple Run. Temple Run 2 was released on iOS on January 16, 2013. The fourth entry is Temple Run: Oz and is the second spin-off in the series, now based on the film, Oz the Great and Powerful. Temple Run: Oz was released in early 2013. The fifth entry in the series is Temple Run VR and released for the Samsung Gear VR headset on December 23, 2014. After a seven-year absence, the series returned with a match-three spin-off, Temple Run: Puzzle Adventure, released exclusively for Apple Arcade on September 17, 2021. The sixth game in the series Temple Run: Idle Explorers was another spin-off, this time an idle game, also exclusive to Apple Arcade, released on June 6, 2023. Temple Run: Legends, returned to the endless runner genre, but with a simplified approach, taking inspiration from other endless runner games such as Subway Surfers. It released on Apple Arcade on August 1, 2024. A third main entry, Temple Run 3, was released in October 2025, exclusively for Android devices. See also References |
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[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-52] | [TOKENS: 3525] |
Contents Markus Persson Markus Alexej Persson (/ˈpɪərsən/ ⓘ PEER-sən, Swedish: [ˈmǎrːkɵs ˈpæ̌ːʂɔn] ⓘ; born 1 June 1979), known by the pseudonym Notch, is a Swedish video game programmer and designer. He is the creator of Minecraft, the best-selling video game in history. He founded the video game development company Mojang Studios in 2009. Persson began developing video games at an early age. His commercial success began after he published an early version of Minecraft in 2009. Prior to the game's official retail release in 2011, it had sold over four million copies. After this point Persson stood down as the lead designer and transferred his creative authority to Jens Bergensten. In September 2014 Persson announced his intention to leave Mojang, and in November of that year the company was sold to Microsoft reportedly for US$2.5 billion, which made him a billionaire. Since 2016 several of Persson's posts on Twitter regarding feminism, race, and transgender rights have caused public controversies. He has been described as "an increasingly polarizing figure, tweeting offensive statements regarding race, the LGBTQ community, gender, and other topics." In an effort to distance itself from Persson, Microsoft removed mentions of his name from Minecraft (excluding one instance in the game's end credits) and did not invite him to the game's tenth anniversary celebration. In 2015 he co-founded a separate game studio called Rubberbrain, which was relaunched in 2024 as Bitshift Entertainment. Early life Markus Alexej Persson was born in Stockholm, Sweden, to a Finnish mother, Ritva, and a Swedish father, Birger, on 1 June 1979. He has one sister. He grew up in Edsbyn until he was seven years old, when his family moved back to Stockholm. In Edsbyn, Persson's father worked for the railroad, and his mother was a nurse. He spent much time outdoors in Edsbyn, exploring the woods with his friends. When Persson was about seven years old, his parents divorced, and he and his sister lived with their mother. His father moved to a cabin in the countryside. Persson said in an interview that they experienced food insecurity around once a month. Persson lost contact with his father for several years after the divorce. According to Persson, his father suffered from depression, bipolar disorder, alcoholism, and medication abuse, and went to jail for robberies. While his father had somewhat recovered during Persson's early life, his father relapsed, contributing to the divorce. His sister also experimented with drugs and ran away from home. He had gained interest in video games at an early age. His father was "a really big nerd", who built his own modem and taught Persson to use the family's Commodore 128. On it, Persson played bootleg games and loaded in various type-in programs from computer magazines with the help of his sister. The first game he purchased with his own money was The Bard's Tale. He began programming on his father's Commodore 128 home computer at the age of seven. He produced his first game at the age of eight, a text-based adventure game. By 1994 Persson knew he wanted to become a video game developer, but his teachers advised him to study graphic design, which he did from ages 15 to 18. Persson, although introverted, was well-liked by his peers, but after entering secondary school was a "loner" and reportedly had only one friend. He spent most of his spare time with games and programming at home. He managed to reverse-engineer the Doom engine, which he continued to take great pride in as of 2014[update]. He never finished high school, but was reportedly a good student. Career Persson started his career working as a web designer. He later found employment at Game Federation, where he met Rolf Jansson. The pair worked in their spare time to build the 2006 video game Wurm Online. The game was released through a new entity, "Mojang Specifications AB". Persson left the project in late 2007. As Persson wanted to reuse the name "Mojang", Jansson agreed to rename the company to Onetoofree AB. Between 2004 and 2009 Persson worked as a game developer for Midasplayer (later known as King). There, he worked as a programmer, mostly building browser games made in Flash. He later worked as a programmer for jAlbum. Prior to creating Minecraft, Persson developed multiple, small games. He also entered a number of game design competitions and participated in discussions on the TIGSource forums, a web forum for independent game developers. One of Persson's more notable personal projects was called RubyDung, an isometric three-dimensional base-building game like RollerCoaster Tycoon and Dwarf Fortress. While working on RubyDung, Persson experimented with a first-person view mode similar to that found in Dungeon Keeper. However, he felt the graphics were too pixelated and omitted this mode. In 2009 Persson found inspiration in Infiniminer, a block-based open-ended mining game. Infiniminer heavily influenced his future work on RubyDung, and was behind Persson's reasoning for returning the first-person mode, the "blocky" visual style and the block-building fundamentals to the game. RubyDung is the earliest known Minecraft prototype created by Persson. On 17 May 2009 Persson released the original edition (later called "Classic version") of Minecraft on the TIGSource forums. He regularly updated the game based on feedback from TIGSource users. Persson released several new versions of Minecraft throughout 2009 and 2010, going through several phases of development including Survival Test, Indev, and Infdev. On 30 June 2010 Persson released the game's Alpha version. While working on the pre-Alpha version of Minecraft, Persson continued working at jAlbum. In 2010, after the release and subsequent success of Minecraft's Alpha version, Persson moved from a full-time role to a part-time role at jAlbum. He left jAlbum later that same year. In September 2010 Persson travelled to Valve Corporation's headquarters in Bellevue, Washington, United States, where he took part in a programming exercise and met Gabe Newell. Persson was subsequently offered a job at Valve, which he turned down in order to continue work on Minecraft. On 20 December 2010 Minecraft moved into its beta phase and began expanding to other platforms, including mobile. In January 2011 Minecraft reached one million registered accounts. Six months afterwards, it reached ten million. The game has sold over four million copies by 7 November 2011. Mojang held the first Minecon from 18 to 19 November 2011 to celebrate its full release, and subsequently made it an annual event. Following this, on 11 December 2011, Persson transferred creative control of Minecraft to Jens Bergensten and began working on another game title, 0x10c, although he reportedly abandoned the project around 2013. In 2013 Mojang recorded revenues of $330 million and profits of $129 million. Persson has stated that, due to the intense media attention and public pressure, he became exhausted with running Minecraft and Mojang. In a September 2014 blog post he shared his realization that he "didn't have the connection to my fans I thought I had", that he had "become a symbol", and that he did not wish to be responsible for Mojang's increasingly large operation. In June 2014 Persson tweeted "Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for trying to do the right thing is not my gig", reportedly partly as a joke. Persson controlled a 71% stake in Mojang at the time. The offer attracted significant interest from Activision Blizzard, EA, and Microsoft. Forbes later reported that Microsoft wanted to purchase the game as a "tax dodge" to turn their taxable excess liquid cash into other assets. In September 2014 Microsoft agreed to purchase Mojang for $2.5 billion, making Persson a billionaire. He then left the company after the deal was finalised in November. Since leaving Mojang, Persson has worked on several small projects. On 23 June 2014 he founded a company with Porsér called Rubberbrain AB; the company had no games by 2021, despite spending SEK 60 million. The company was relaunched as Bitshift Entertainment, LLC on 28 March 2024. Persson expressed interest in creating a new video game studio in 2020, and in developing virtual reality games. He has also since created a series of narrative-driven immersive events called ".party()", which uses extensive visual effects and has been hosted in multiple cities. At the beginning of 2025 Persson decided to create a spiritual successor to Minecraft, referred to as "Minecraft 2", in response to the results of a poll on X. However, after speaking to his team, he shortly went against this in favour of developing the other choice on his Twitter poll, a roguelike titled Levers and Chests. Games Persson's most popular creation is the survival sandbox game Minecraft, which was first publicly available on 17 May 2009 and fully released on 18 November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011, Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third. Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens Bergensten. He stopped working on Minecraft after a deal with Microsoft to sell Mojang for $2.5 billion. This brought his net worth to US$1.5 billion. Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér will be developing it. Persson revealed on his Tumblr blog on 5 August 2011 that he was being sued by a Swedish law firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The Elder Scrolls series of games. On 17 August 2011 Persson challenged Bethesda to a Quake 3 tournament to decide the outcome of the naming dispute. On 27 September 2011 Persson confirmed that the lawsuit was going to court. ZeniMax Media, owner of Bethesda Softworks, announced the lawsuit's settlement in March 2012. The settlement allowed Mojang to continue using the Scrolls trademark. In 2018, Scrolls was made available free of charge and renamed to Caller's Bane. Cliffhorse is a humorous game programmed in two hours using the Unity game engine and free assets. The game took inspiration from Skyrim's physics engine, "the more embarrassing minimum-effort Greenlight games", Goat Simulator, and Big Rigs: Over the Road Racing. The game was released to Microsoft Windows systems as an early access and honourware game on the first day of E3 2014, instructing users to donate Dogecoin to "buy" the game before downloading it. The game accumulated over 280,000 dogecoins. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality space game set in the distant future in March 2012. On April Fools' Day Mojang launched a satirical website for Mars Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements remained true and on 4 April, Mojang revealed 0x10c (pronounced "Ten to the C") as a space sandbox title. Persson officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as that of Minecraft), released an album of the work he had made for the game. In 2013, Persson made a free game called Shambles in the Unity game engine. Persson has also participated in several Ludum Dare 48-hour game making competitions. Personal life In 2011 Persson married Elin Zetterstrand, whom he had dated for four years before. Zetterstrand was a former moderator on the Minecraft forums. They had a daughter together, but by mid-2012, he began to see little of her. On 15 August 2012 he announced that he and his wife had filed for divorce. The divorce was finalised later that year. On 14 December 2011 Persson's father committed suicide with a handgun after drinking heavily. In an interview with The New Yorker, Persson said of his father: When I decided I wanted to quit my day job and work on my own games, he was the only person who supported my decision. He was proud of me and made sure I knew. When I added the monsters to Minecraft, he told me that the dark caves became too scary for him. But I think that was the only true criticism I ever heard from him. Persson later admitted that he himself suffered from depression and various highs and lows in his mood. Persson has criticised the stance of large game companies on piracy. He once stated that "piracy is not theft", viewing unauthorised downloads as potential future customers. Persson stated himself to be a member of the Pirate Party of Sweden in 2011. He is also a member of Mensa. He has donated to numerous charities, including Médecins Sans Frontières (Doctors Without Borders). Under his direction, Mojang spent a week developing Catacomb Snatch for the Humble Indie Bundle and raised US$458,248 for charity. He also donated $250,000 to the Electronic Frontier Foundation in 2012. In 2011 he gave $3 million in dividends back to Mojang employees. According to Forbes, his net worth in 2023 was around $1.2 billion. In 2014 Persson was one of the biggest taxpayers in Sweden. Around 2014, he lived in a multi-level penthouse in Östermalm, Stockholm, an area he described as "where the rich people live". In December 2014 Persson purchased a home in Trousdale Estates, a neighbourhood in Beverly Hills, California, in the United States, for $70 million, a record sales price for Beverly Hills at the time. Persson reportedly outbid Beyoncé and Jay-Z for the property. Persson began receiving criticism for political and social opinions he expressed on social media as early as 2016. November 30, 2017 In 2017, he proposed a heterosexual pride holiday, and wrote that those who opposed the idea "deserve to be shot." After facing backlash, he deleted the tweets and rescinded his statements, writing, "So yeah, it's about pride of daring to express, not about pride of being who you are. I get it now." Later in the year, he wrote that feminism is a "social disease" and called the video game developer and feminist Zoë Quinn a "cunt", although he was generally critical of the GamerGate movement. He has described intersectional feminism as a "framework for bigotry" and the use of the word mansplaining as being sexist. Also in 2017, Persson tweeted that "It's okay to be white". Later that year, he stated that he believed in the Pizzagate conspiracy theory. In 2019, he tweeted referencing QAnon, saying "Q is legit. Don't trust the media." Later in 2019, he tweeted in response to a pro-transgender internet meme that, "You are absolutely evil if you want to encourage delusion. What happened to not stigmatizing mental illness?" He then also promoted claims that people were fined for "using the wrong pronoun". However, after facing backlash, he tweeted a day afterwards that he had "no idea what [being trans is] like of course, but it's inspiring as hell when people open up and choose to actually be who they know themselves as. Not because it's a cool choice, because it's a big step. I gues [sic] that's actually cool nvm". Later that year, Microsoft removed two mentions of Persson's name in the "19w13a" snapshot of Minecraft and did not invite him to the 10-year anniversary celebration of the game. A spokesperson for Microsoft stated that his views "do not reflect those of Microsoft or Mojang". He is still mentioned in the End Poem ("a flat, infinite world created by a man called Markus").[citation needed] Awards References External links |
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[SOURCE: https://www.fast.ai/posts/2018-08-10-fastai-diu-imagenet.html] | [TOKENS: 2184] |
Now anyone can train Imagenet in 18 minutes Jeremy Howard August 10, 2018 On this page This post extends the work described in a previous post, Training Imagenet in 3 hours for $25; and CIFAR10 for $0.26. A team of fast.ai alum Andrew Shaw, DIU researcher Yaroslav Bulatov, and I have managed to train Imagenet to 93% accuracy in just 18 minutes, using 16 public AWS cloud instances, each with 8 NVIDIA V100 GPUs, running the fastai and PyTorch libraries. This is a new speed record for training Imagenet to this accuracy on publicly available infrastructure, and is 40% faster than Google’s DAWNBench record on their proprietary TPU Pod cluster. Our approach uses the same number of processing units as Google’s benchmark (128) and costs around $40 to run. DIU and fast.ai will be releasing software to allow anyone to easily train and monitor their own distributed models on AWS, using the best practices developed in this project. The main training methods we used (details below) are: fast.ai’s progressive resizing for classification, and rectangular image validation; NVIDIA’s NCCL with PyTorch’s all-reduce; Tencent’s weight decay tuning; a variant of Google Brain’s dynamic batch sizes, gradual learning rate warm-up (Goyal et al 2018, and Leslie Smith 2018). We used the classic ResNet-50 architecture, and SGD with momentum. Background Four months ago, fast.ai (with some of the students from our MOOC and our in person course at the Data Instituate at USF) achieved great success in the DAWNBench competition, winning the competition for fastest training of CIFAR-10 (a small dataset of 25,000 32x32 pixel images) overall, and fastest training of Imagenet (a much larger dataset of over a million megapixel images) on a single machine (a standard AWS public cloud instance). We previously wrote about the approaches we used in this project. Google also put in a very strong showing, winning the overall Imagenet speed category using their “TPU Pod” cluster, which is not available to the public. Our single machine entry took around three hours, and Google’s cluster entry took around half an hour. Before this project, training ImageNet on the public cloud generally took a few days to complete. We entered this competition because we wanted to show that you don’t have to have huge resources to be at the cutting edge of AI research, and we were quite successful in doing so. We particularly liked the headline from The Verge: “An AI speed test shows clever coders can still beat tech giants like Google and Intel.” However, lots of people asked us – what would happen if you trained on multiple publicly available machines. Could you even beat Google’s impressive TPU Pod result? One of the people that asked this question was Yaroslav Bulatov, from DIU (the Department of Defense’s Silicon Valley-based experimental innovation unit.) Andrew Shaw (One of our DAWNBench team members) and I decided to team up with Yaroslav to see if we could achieve this very stretch goal. We were encouraged to see that recently AWS had managed to train Imagenet injust 47 minutes, and in their conclusion said: “A single Amazon EC2 P3 instance with 8 NVIDIA V100 GPUs can train ResNet50 with ImageNet data in about three hours [fast.ai] using Super-Convergence and other advanced optimization techniques. We believe we can further lower the time-to-train across a distributed configuration by applying similar techniques.” They were kind enough to share the code for this article as open source, where we found some helpful network configuration tips there to ensure we got the most out of the Linux networking stack and the AWS infrastructures. Experiment infrastructure Iterating quickly required solving challenges such as: fast.ai built a system for DAWNBench that included a Python API for launching and configuring new instances, running experiments, collecting results, and viewing progress. Some of the more interesting design decisions in the systems included: Independently, DIU faced a similar set of challenges and developed a cluster framework, with analogous motivation and design choices, providing the ability to run many large scale training experiments in parallel. The solution, nexus-scheduler, was inspired by Yaroslav’s experience running machine learning experiments on Google’s Borg system. The set of tools developed by fast.ai focused on fast iteration with single-instance experiments, whilst the nexus-scheduler developed by DIU was focused on robustness and multi-machine experiments. Andrew Shaw merged parts of the fast.ai software into nexus-scheduler, so that we had the best pieces of each, and we used this for our experiments. Using nexus-scheduler helped us iterate on distributed experiments, such as: AWS provides a really useful API that allowed us to build everything we needed quickly and easily. For distributed computation we used NVIDIA’s excellent NCCL library, which implements ring-style collectives that are integrated with PyTorch’s all-reduce distributed module. We found that AWS’s instances were very reliable and provided consistent performance, which was very important for getting best results from the all-reduce algorithm. The first official release of nexus-scheduler, including the features merged from the fast.ai tools, is planned for Aug 25th. A simple new training trick: rectangles! I mentioned to Andrew after DAWNBench finished that I thought deep learning practitioners (including us!) were doing something really dumb: we were taking rectangular images (such as those used in Imagenet) and cropping out just the center piece when making predictions. Or a (very slow) alternative widely used is to pick 5 crops (top and bottom left and right, plus center) and average the predictions. Which leaves the obvious question: why not just use the rectangular image directly? A lot of people mistakenly believe that convolutional neural networks (CNNs) can only work with one fixed image size, and that that must be rectangular. However, most libraries support “adaptive” or “global” pooling layers, which entirely avoid this limitation. It doesn’t help that some libraries (such as Pytorch) distribute models that do not use this feature – it means that unless users of these libraries replace those layers, they are stuck with just one image size and shape (generally 224x224 pixels). The fastai library automatically converts fixed-size models to dynamically sized models. I’ve never seen anyone try to train with rectangular images before, and haven’t seen them mentioned in any research papers yet, and none of the standard deep learning libraries I’ve found support this. So Andrew went away and figured out how to make it work with fastai and Pytorch for predictions. The result was amazing – we saw an immediate speedup of 23% in the amount of time it took to reach the benchmark accuracy of 93%. You can see a comparison of the different approaches in this notebook, and compare the accuracy of them in this notebook. Progressive resizing, dynamic batch sizes, and more One of our main advances in DAWNBench was to introduce progressive image resizing for classification – using small images at the start of training, and gradually increasing size as training progresses. That way, when the model is very inaccurate early on, it can quickly see lots of images and make rapid progress, and later in training it can see larger images to learn about more fine-grained distinctions. In this new work, we additionally used larger batch sizes for some of the intermediate epochs – this allowed us to better utilize the GPU RAM and avoid network latency. Recently, Tencent published a very nice paper showing <7 minute training of Imagenet on 2,048 GPUs. They mentioned a trick we hadn’t tried before, but makes perfect sense: removing weight decay from batchnorm layers. That allowed us to trim another couple of epochs from our training time. (The Tencent paper also used a dynamic learning rate approach developed by NVIDIA research, called LARS, which we’ve also been developing for fastai, but is not included yet in these results.) The results When we put all this together, we got a training time of 18 minutes on 16 AWS instances, at a total compute cost (including the cost of machine setup time) of around $40. The benefits of being able to train on datasets of >1 million images are significant, such as: Next steps Unfortunately, big companies using big compute tend to get far more than their fair share of publicity. This can lead to AI commentators coming to the conclusion that only big companies can compete in the most important AI research. For instance, following Tencent’s recent paper, OpenAI’s Jack Clark claimed “for all the industries talk about democratization it’s really the case that advantages accrue to people with big computers”. OpenAI (and Jack Clark) are working to democratize AI, such as through the excellent OpenAI Scholars program and Jack’s informative Import AI newsletter; however, this misperception that success in AI comes down to having bigger computers can distort the research agenda. I’ve seen variants of the “big results need big compute” claim continuously over the last 25 years. It’s never been true, and there’s no reason that will change. Very few of the interesting ideas we use today were created thanks to people with the biggest computers. Ideas like batchnorm, ReLU, dropout, adam/adamw, and LSTM were all created without any need for large compute infrastructure. And today, anyone can access massive compute infrastructure on demand, and pay for just what they need. Making deep learning more accessible has a far higher impact than focusing on enabling the largest organizations - because then we can use the combined smarts of millions of people all over the world, rather than being limited to a small homogeneous group clustered in a couple of geographic centers. We’re in the process of incorporating all of the best practices used in this project directly into the fastai library, including automating the selection of hyper-parameters for fast and accurate training. And we’re not even done yet - we have some ideas for further simple optimizations which we’ll be trying out. We don’t know if we’ll hit the sub seven minute mark of Tencent, since they used a faster network than AWS provides, but there’s certainly plenty of room to go faster still. Special thanks to the AWS and PyTorch teams who helped us by patiently answering our questions throughout this project, and for the wonderfully pragmatic products that they’ve made available for everyone to use! You may also be interested in our post, Training Imagenet in 3 hours for $25; and CIFAR10 for $0.26. |
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[SOURCE: https://en.wikipedia.org/wiki/Markus_Persson#cite_ref-57] | [TOKENS: 3525] |
Contents Markus Persson Markus Alexej Persson (/ˈpɪərsən/ ⓘ PEER-sən, Swedish: [ˈmǎrːkɵs ˈpæ̌ːʂɔn] ⓘ; born 1 June 1979), known by the pseudonym Notch, is a Swedish video game programmer and designer. He is the creator of Minecraft, the best-selling video game in history. He founded the video game development company Mojang Studios in 2009. Persson began developing video games at an early age. His commercial success began after he published an early version of Minecraft in 2009. Prior to the game's official retail release in 2011, it had sold over four million copies. After this point Persson stood down as the lead designer and transferred his creative authority to Jens Bergensten. In September 2014 Persson announced his intention to leave Mojang, and in November of that year the company was sold to Microsoft reportedly for US$2.5 billion, which made him a billionaire. Since 2016 several of Persson's posts on Twitter regarding feminism, race, and transgender rights have caused public controversies. He has been described as "an increasingly polarizing figure, tweeting offensive statements regarding race, the LGBTQ community, gender, and other topics." In an effort to distance itself from Persson, Microsoft removed mentions of his name from Minecraft (excluding one instance in the game's end credits) and did not invite him to the game's tenth anniversary celebration. In 2015 he co-founded a separate game studio called Rubberbrain, which was relaunched in 2024 as Bitshift Entertainment. Early life Markus Alexej Persson was born in Stockholm, Sweden, to a Finnish mother, Ritva, and a Swedish father, Birger, on 1 June 1979. He has one sister. He grew up in Edsbyn until he was seven years old, when his family moved back to Stockholm. In Edsbyn, Persson's father worked for the railroad, and his mother was a nurse. He spent much time outdoors in Edsbyn, exploring the woods with his friends. When Persson was about seven years old, his parents divorced, and he and his sister lived with their mother. His father moved to a cabin in the countryside. Persson said in an interview that they experienced food insecurity around once a month. Persson lost contact with his father for several years after the divorce. According to Persson, his father suffered from depression, bipolar disorder, alcoholism, and medication abuse, and went to jail for robberies. While his father had somewhat recovered during Persson's early life, his father relapsed, contributing to the divorce. His sister also experimented with drugs and ran away from home. He had gained interest in video games at an early age. His father was "a really big nerd", who built his own modem and taught Persson to use the family's Commodore 128. On it, Persson played bootleg games and loaded in various type-in programs from computer magazines with the help of his sister. The first game he purchased with his own money was The Bard's Tale. He began programming on his father's Commodore 128 home computer at the age of seven. He produced his first game at the age of eight, a text-based adventure game. By 1994 Persson knew he wanted to become a video game developer, but his teachers advised him to study graphic design, which he did from ages 15 to 18. Persson, although introverted, was well-liked by his peers, but after entering secondary school was a "loner" and reportedly had only one friend. He spent most of his spare time with games and programming at home. He managed to reverse-engineer the Doom engine, which he continued to take great pride in as of 2014[update]. He never finished high school, but was reportedly a good student. Career Persson started his career working as a web designer. He later found employment at Game Federation, where he met Rolf Jansson. The pair worked in their spare time to build the 2006 video game Wurm Online. The game was released through a new entity, "Mojang Specifications AB". Persson left the project in late 2007. As Persson wanted to reuse the name "Mojang", Jansson agreed to rename the company to Onetoofree AB. Between 2004 and 2009 Persson worked as a game developer for Midasplayer (later known as King). There, he worked as a programmer, mostly building browser games made in Flash. He later worked as a programmer for jAlbum. Prior to creating Minecraft, Persson developed multiple, small games. He also entered a number of game design competitions and participated in discussions on the TIGSource forums, a web forum for independent game developers. One of Persson's more notable personal projects was called RubyDung, an isometric three-dimensional base-building game like RollerCoaster Tycoon and Dwarf Fortress. While working on RubyDung, Persson experimented with a first-person view mode similar to that found in Dungeon Keeper. However, he felt the graphics were too pixelated and omitted this mode. In 2009 Persson found inspiration in Infiniminer, a block-based open-ended mining game. Infiniminer heavily influenced his future work on RubyDung, and was behind Persson's reasoning for returning the first-person mode, the "blocky" visual style and the block-building fundamentals to the game. RubyDung is the earliest known Minecraft prototype created by Persson. On 17 May 2009 Persson released the original edition (later called "Classic version") of Minecraft on the TIGSource forums. He regularly updated the game based on feedback from TIGSource users. Persson released several new versions of Minecraft throughout 2009 and 2010, going through several phases of development including Survival Test, Indev, and Infdev. On 30 June 2010 Persson released the game's Alpha version. While working on the pre-Alpha version of Minecraft, Persson continued working at jAlbum. In 2010, after the release and subsequent success of Minecraft's Alpha version, Persson moved from a full-time role to a part-time role at jAlbum. He left jAlbum later that same year. In September 2010 Persson travelled to Valve Corporation's headquarters in Bellevue, Washington, United States, where he took part in a programming exercise and met Gabe Newell. Persson was subsequently offered a job at Valve, which he turned down in order to continue work on Minecraft. On 20 December 2010 Minecraft moved into its beta phase and began expanding to other platforms, including mobile. In January 2011 Minecraft reached one million registered accounts. Six months afterwards, it reached ten million. The game has sold over four million copies by 7 November 2011. Mojang held the first Minecon from 18 to 19 November 2011 to celebrate its full release, and subsequently made it an annual event. Following this, on 11 December 2011, Persson transferred creative control of Minecraft to Jens Bergensten and began working on another game title, 0x10c, although he reportedly abandoned the project around 2013. In 2013 Mojang recorded revenues of $330 million and profits of $129 million. Persson has stated that, due to the intense media attention and public pressure, he became exhausted with running Minecraft and Mojang. In a September 2014 blog post he shared his realization that he "didn't have the connection to my fans I thought I had", that he had "become a symbol", and that he did not wish to be responsible for Mojang's increasingly large operation. In June 2014 Persson tweeted "Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for trying to do the right thing is not my gig", reportedly partly as a joke. Persson controlled a 71% stake in Mojang at the time. The offer attracted significant interest from Activision Blizzard, EA, and Microsoft. Forbes later reported that Microsoft wanted to purchase the game as a "tax dodge" to turn their taxable excess liquid cash into other assets. In September 2014 Microsoft agreed to purchase Mojang for $2.5 billion, making Persson a billionaire. He then left the company after the deal was finalised in November. Since leaving Mojang, Persson has worked on several small projects. On 23 June 2014 he founded a company with Porsér called Rubberbrain AB; the company had no games by 2021, despite spending SEK 60 million. The company was relaunched as Bitshift Entertainment, LLC on 28 March 2024. Persson expressed interest in creating a new video game studio in 2020, and in developing virtual reality games. He has also since created a series of narrative-driven immersive events called ".party()", which uses extensive visual effects and has been hosted in multiple cities. At the beginning of 2025 Persson decided to create a spiritual successor to Minecraft, referred to as "Minecraft 2", in response to the results of a poll on X. However, after speaking to his team, he shortly went against this in favour of developing the other choice on his Twitter poll, a roguelike titled Levers and Chests. Games Persson's most popular creation is the survival sandbox game Minecraft, which was first publicly available on 17 May 2009 and fully released on 18 November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011, Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third. Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens Bergensten. He stopped working on Minecraft after a deal with Microsoft to sell Mojang for $2.5 billion. This brought his net worth to US$1.5 billion. Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér will be developing it. Persson revealed on his Tumblr blog on 5 August 2011 that he was being sued by a Swedish law firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The Elder Scrolls series of games. On 17 August 2011 Persson challenged Bethesda to a Quake 3 tournament to decide the outcome of the naming dispute. On 27 September 2011 Persson confirmed that the lawsuit was going to court. ZeniMax Media, owner of Bethesda Softworks, announced the lawsuit's settlement in March 2012. The settlement allowed Mojang to continue using the Scrolls trademark. In 2018, Scrolls was made available free of charge and renamed to Caller's Bane. Cliffhorse is a humorous game programmed in two hours using the Unity game engine and free assets. The game took inspiration from Skyrim's physics engine, "the more embarrassing minimum-effort Greenlight games", Goat Simulator, and Big Rigs: Over the Road Racing. The game was released to Microsoft Windows systems as an early access and honourware game on the first day of E3 2014, instructing users to donate Dogecoin to "buy" the game before downloading it. The game accumulated over 280,000 dogecoins. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality space game set in the distant future in March 2012. On April Fools' Day Mojang launched a satirical website for Mars Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements remained true and on 4 April, Mojang revealed 0x10c (pronounced "Ten to the C") as a space sandbox title. Persson officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as that of Minecraft), released an album of the work he had made for the game. In 2013, Persson made a free game called Shambles in the Unity game engine. Persson has also participated in several Ludum Dare 48-hour game making competitions. Personal life In 2011 Persson married Elin Zetterstrand, whom he had dated for four years before. Zetterstrand was a former moderator on the Minecraft forums. They had a daughter together, but by mid-2012, he began to see little of her. On 15 August 2012 he announced that he and his wife had filed for divorce. The divorce was finalised later that year. On 14 December 2011 Persson's father committed suicide with a handgun after drinking heavily. In an interview with The New Yorker, Persson said of his father: When I decided I wanted to quit my day job and work on my own games, he was the only person who supported my decision. He was proud of me and made sure I knew. When I added the monsters to Minecraft, he told me that the dark caves became too scary for him. But I think that was the only true criticism I ever heard from him. Persson later admitted that he himself suffered from depression and various highs and lows in his mood. Persson has criticised the stance of large game companies on piracy. He once stated that "piracy is not theft", viewing unauthorised downloads as potential future customers. Persson stated himself to be a member of the Pirate Party of Sweden in 2011. He is also a member of Mensa. He has donated to numerous charities, including Médecins Sans Frontières (Doctors Without Borders). Under his direction, Mojang spent a week developing Catacomb Snatch for the Humble Indie Bundle and raised US$458,248 for charity. He also donated $250,000 to the Electronic Frontier Foundation in 2012. In 2011 he gave $3 million in dividends back to Mojang employees. According to Forbes, his net worth in 2023 was around $1.2 billion. In 2014 Persson was one of the biggest taxpayers in Sweden. Around 2014, he lived in a multi-level penthouse in Östermalm, Stockholm, an area he described as "where the rich people live". In December 2014 Persson purchased a home in Trousdale Estates, a neighbourhood in Beverly Hills, California, in the United States, for $70 million, a record sales price for Beverly Hills at the time. Persson reportedly outbid Beyoncé and Jay-Z for the property. Persson began receiving criticism for political and social opinions he expressed on social media as early as 2016. November 30, 2017 In 2017, he proposed a heterosexual pride holiday, and wrote that those who opposed the idea "deserve to be shot." After facing backlash, he deleted the tweets and rescinded his statements, writing, "So yeah, it's about pride of daring to express, not about pride of being who you are. I get it now." Later in the year, he wrote that feminism is a "social disease" and called the video game developer and feminist Zoë Quinn a "cunt", although he was generally critical of the GamerGate movement. He has described intersectional feminism as a "framework for bigotry" and the use of the word mansplaining as being sexist. Also in 2017, Persson tweeted that "It's okay to be white". Later that year, he stated that he believed in the Pizzagate conspiracy theory. In 2019, he tweeted referencing QAnon, saying "Q is legit. Don't trust the media." Later in 2019, he tweeted in response to a pro-transgender internet meme that, "You are absolutely evil if you want to encourage delusion. What happened to not stigmatizing mental illness?" He then also promoted claims that people were fined for "using the wrong pronoun". However, after facing backlash, he tweeted a day afterwards that he had "no idea what [being trans is] like of course, but it's inspiring as hell when people open up and choose to actually be who they know themselves as. Not because it's a cool choice, because it's a big step. I gues [sic] that's actually cool nvm". Later that year, Microsoft removed two mentions of Persson's name in the "19w13a" snapshot of Minecraft and did not invite him to the 10-year anniversary celebration of the game. A spokesperson for Microsoft stated that his views "do not reflect those of Microsoft or Mojang". He is still mentioned in the End Poem ("a flat, infinite world created by a man called Markus").[citation needed] Awards References External links |
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[SOURCE: https://en.wikipedia.org/wiki/2014_Kids%27_Choice_Awards] | [TOKENS: 156] |
Contents 2014 Kids' Choice Awards The 27th Annual Nickelodeon Kids' Choice Awards was held on March 29, 2014, at the Galen Center in Los Angeles, California. Actor Mark Wahlberg hosted the ceremony. The "Orange Carpet" was set up in front of Galen Center on the sidewalks of Jefferson Boulevard. Voting was available worldwide on seventeen voting websites in various nations and regions, along with mobile voting depending on region. The "Kids’ Choice Awards Orange Carpet pre-show" was webcast prior to the presentation of the awards. New episodes of Sam & Cat and SpongeBob SquarePants premiered before the ceremony and a new episode of Instant Mom premiered after the ceremony. Presenters and performers and stunts Winners and nominees References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Novopangaea] | [TOKENS: 366] |
Contents Novopangaea Novopangaea or Novopangea (Greco-Latin for "New Pangaea") is a possible future supercontinent postulated by Roy Livermore in the late 1990s. It assumes closure of the Pacific, docking of Australia with East Asia and North America, and northward motion of Antarctica. Alternative scenarios Paleogeologist Ronald Blakey has described the next 15 to 100 million years of tectonic development as fairly settled and predictable but no supercontinent will form in that time frame. Beyond that, he cautions that the geologic record is full of unexpected shifts in tectonic activity that make further projections "very, very speculative". In addition to Novopangaea, two other hypothetical supercontinents—"Amasia" and Christopher Scotese's "Pangaea Ultima"—were illustrated in an October 2007 New Scientist article. Another supercontinent prediction, Aurica, has been proposed in more recent times, suggesting the closures of both the Atlantic and Pacific Oceans. Research by Masaki Yoshida and Madhava Santosh in August 2011 suggests that due to the presence of relatively hot large low-shear-velocity provinces below Africa and the Pacific preventing convergent plate tectonics, South America might not be able to cross the Pacific as suggested by the Novopangaea model, rather staying close to its current position relative to North America, and Antarctica may not be able to leave the South Pole as suggested. Therefore, they suggest that while Eurasia, Africa, Australia, and North America may merge as suggested, South America and Antarctica will remain separate from the resultant supercontinent by an only partially closed Pacific Ocean. References Further reading Africa Antarctica Asia Australia Europe North America South America Afro-Eurasia Americas Eurasia Oceania |
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[SOURCE: https://en.wikipedia.org/wiki/Jan_Mayen_Microcontinent] | [TOKENS: 824] |
Contents Jan Mayen Microcontinent The Jan Mayen Microcontinent is a fragment of continental crust within the oceanic part of the western Eurasian Plate lying northeast of Iceland. At the onset of separation between the Greenland and Eurasian plates 55 million years ago, it formed part of the eastern margin of the Greenland Plate. Propagation of a new spreading center from the Reykjanes Ridge separated this microcontinent from the Greenland Plate. For a short period it formed a microplate, until the Aegir Ridge became inactive, after which it formed part of the Eurasian Plate. The island of Jan Mayen is a much younger feature, formed of volcanic rock, built up at the northernmost tip of the microcontinent. Extent The microcontinent extends about 500 km (310 mi) southwards from the Jan Mayen fracture zone. It is up to 160 km (99 mi) wide. The Jan Mayen Ridge separates the Norwegian Sea (the Norway Basin) from the Greenland Sea. Identification The microcontinent was identified originally on the basis of being a bathymetric high, a positive free-air gravity anomaly and due to the lack of magnetic anomalies, all indicating that it consisted of continental crust. This interpretation has been confirmed using wide-angle seismic reflection and refraction data, coupled with standard normal incidence seismic reflection data. Make-up The microcontinent consists of the prominent bathymetric high, the Jan Mayen Ridge and several subsidiary ridges and intervening basins towards the south and west. Investigations using seismic reflection and refraction data have identified two passive margin sequences on the two sides of the microcontinent. Faults mapped on seismic reflection data are roughly N-S trending in the northern part becoming SW-NE trending to the south. The crustal thickness reaches a maximum of 16 km (9.9 mi) on the eastern side of the main ridge. History At the time of the initial break-up along the North Atlantic margin (Aegir Ridge in this area), the Jan Mayen Microcontinent formed part of the passive margin developed along the East Greenland margin. Towards the end of the Eocene period, at about the time marked by chron 17 (Middle to Late Eocene) a new spreading centre began to propagate northeastwards from the Reykjanes Ridge, forming the Kolbeinsey Ridge. During the period when both the Kolbeinsey and Aegir ridges were active, the microcontinent underwent a 30°–50° anti-clockwise rotation. This was caused by the northeastward propagation of the Kolbeinsey Ridge, with simultaneous reduction in the rate of spreading at the southwestern end of the Aegir Ridge. An alternative but challenged model involves no rotation but the development of several short-lived fracture zones cutting through the microcontinent. With both ridges active the microcontinent was also temporarily a microplate. The Kolbeinsey Ridge reached the Jan Mayen Fracture Zone and therefore linked up to the Mohns Ridge, at about chron 6 (Late Oligocene to Early Miocene). At this time activity on the Aegir Ridge died away and the microcontinent became part of the Eurasian Plate. The northern end of the microcontinent was affected by renewed displacement on the Jan Mayen Fracture Zone. The volcanic island of Jan Mayen only formed in the Pleistocene, possibly related to a hotspot, known as the Jan Mayen hotspot, at the triple junction at the end of the Mohns Ridge. Economic resources The area around the microcontinent has recently become open for licensing for hydrocarbon exploration. Licenses in the southern part, known as the northern Dreki area, have been offered by the National Energy Authority for the Icelandic government and the northern area is being assessed for future petroleum activity by the Norwegian Petroleum Directorate. References Africa Antarctica Asia Australia Europe North America South America Afro-Eurasia Americas Eurasia Oceania 69°36′N 8°12′W / 69.6°N 8.2°W / 69.6; -8.2 |
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[SOURCE: https://en.wikipedia.org/wiki/Kumari_Kandam] | [TOKENS: 6427] |
Contents Kumari Kandam Kumari Kandam (Tamil: குமரிக்கண்டம், romanized: Kumarikkaṇṭam) is a mythical continent, believed to be lost with an ancient Tamil civilization, supposedly located south of the Indian subcontinent in the Indian Ocean. Alternative names and spellings include Kumarikkandam and Kumari Nadu. In the 19th century, some European and American scholars speculated the existence of a submerged continent called Lemuria to explain geological and other similarities between Africa, Australia, the Indian subcontinent and Madagascar. A section of Tamil revivalists adapted this theory, connecting it to the Pandyan legends of lands lost to the ocean, as described in ancient Tamil and Sanskrit literature. According to these writers, an ancient Tamil civilisation existed on Lemuria, before it was lost to the sea in a catastrophe. In the 20th century, the Tamil writers started using the name Kumari Kandam to describe this submerged continent. Although the Lemuria theory was later rendered obsolete by the continental drift (plate tectonics) theory, the concept remained popular among Tamil revivalists of the 20th century. According to them, Kumari Kandam was the place where the first two Tamil literary academies (sangams) were organised during the Pandyan reign. They claimed Kumari Kandam as the cradle of civilisation to prove the antiquity of the Tamil language and culture. Etymology and names When the Tamil writers were introduced to the concept of Lemuria in the 1890s, they came up with the Tamilized versions of the continent's name (e.g. "Ilemuria"). By the early 1900s, they started using Tamil names for the continent, to support their depiction of Lemuria as an ancient Tamil civilization. In 1903, V.G. Suryanarayana Sastri first used the term "Kumarinatu" (or "Kumari Nadu", meaning "Kumari territory") in his work Tamil Mozhiyin Varalaru (History of the Tamil language). The term Kumari Kandam ("Kumari continent") was first used to describe Lemuria in the 1930s. The words "Kumari Kandam" first appear in Kanda Puranam, a 15th-century Tamil version of the Skanda Purana, written by Kachiappa Sivacharyara (1350–1420). Although the Tamil revivalists insist that it is a pure Tamil name, it is actually a derivative of the Sanskrit word "Kumārika Khaṇḍa". The Andakosappadalam section of Kanda Puranam describes the following cosmological model of the universe: There are many worlds, each having several continents, which in turn, have several kingdoms. Bharatan, the ruler of one such kingdom, had eight sons and one daughter. He further divided his kingdom into nine parts, and the part ruled by his daughter Kumari came to be known as Kumari Kandam after her. Kumari Kandam is described as the kingdom of the Earth. Although the Kumari Kandam theory became popular among anti-Brahmin, anti-Sanskrit Tamil nationalists, the Kanda Puranam actually describes Kumari Kandam as the land where the Brahmins reside, where Shiva is worshipped and where the Vedas are recited. The rest of the kingdoms are described as the territory of the mlecchas. The 20th-century Tamil writers came up with various theories to explain the etymology of "Kumari Kandam" or "Kumari Nadu". One set of claims was centered on the purported gender egalitarianism in the prelapsarian Tamil homeland. For example, M. Arunachalam (1944) claimed that the land was ruled by female rulers (Kumaris). D. Savariroyan Pillai stated that the women of the land had the right to choose their husbands and owned all the property because of which the land came to be known as "Kumari Nadu" ("the land of the maiden"). Yet another set of claims was centered on the Hindu goddess Kanya Kumari. Kandiah Pillai, in a book for children, fashioned a new history for the goddess, stating that the land was named after her. He claimed that the temple at Kanyakumari was established by those who survived the flood that submerged Kumari Kandam. According to cultural historian Sumathi Ramaswamy, the emphasis of the Tamil writers on the word "Kumari" (meaning virgin or maiden) symbolizes the purity of Tamil language and culture, before their contacts with the other ethnic groups such as the Indo-Aryans. The Tamil writers also came up with several other names for the lost continent. In 1912, Somasundara Bharati first used the word "Tamilakam" (a name for the ancient Tamil country) to cover the concept of Lemuria, presenting it as the cradle of civilization, in his Tamil Classics and Tamilakam. Another name used was "Pandiya Nadu", after the Pandyas, regarded as the oldest of the Tamil dynasties. Some writers used "Navalan Tivu" (or Navalam Island), the Tamil name of Jambudvipa, to describe the submerged land. Submerged lands in ancient literature Multiple ancient and medieval Tamil and Sanskrit works contain legendary accounts of lands in South India being lost to the ocean. The earliest explicit discussion of a katalkol ("seizure by ocean", possibly tsunami) of Pandyan land is found in a commentary on Iraiyanar Akapporul. This commentary, attributed to Nakkeerar, is dated to the later centuries of the 1st millennium CE. It mentions that the Pandyan kings, an early Tamil dynasty, established three literary academies (Sangams): the first Sangam flourished for 4,400 years in a city called Tenmadurai (South Madurai) attended by 549 poets (including Agastya) and presided over by gods like Shiva, Kubera and Murugan. The second Sangam lasted for 3,700 years in a city called Kapatapuram, attended by 59 poets (including Agastya, again). The commentary states that both the cities were "seized by the ocean", resulting in loss of all the works created during the first two Sangams. The third Sangam was established in Uttara (North) Madurai, where it is said to have lasted for 1,850 years. Nakkeerar's commentary does not mention the size of the territory lost to the sea. The size is first mentioned in a 15th-century commentary on Silappatikaram. The commentator Adiyarkunallar mentions that the lost land extended from Pahruli river in the north to the Kumari river in the South. It was located to the south of Kanyakumari, and covered an area of 700 kavatam (a unit of unknown measurement). It was divided into 49 territories (natu), classified in the following seven categories: Other medieval writers, such as Ilampuranar and Perasiriyar, also make stray references to the loss of antediluvian lands to the south of Kanyakumari, in their commentaries on ancient texts like Tolkappiyam. Another legend about the loss of Pandyan territory to the sea is found in scattered verses of Purananuru (dated between 1st century BCE and 5th century CE) and Kaliththokai (6th–7th century CE). According to this account, the Pandyan king compensated the loss of his land by seizing an equivalent amount of land from the neighboring kingdoms of Cheras and Cholas. There are also several other ancient accounts of non-Pandyan land lost to the sea. Many Tamil Hindu shrines have legendary accounts of surviving the floods mentioned in Hindu mythology. These include the prominent temples of Kanyakumari, Kanchipuram, Kumbakonam, Madurai, Sirkazhi and Tiruvottiyur. There are also legends of temples submerged under the sea, such as the Seven Pagodas of Mahabalipuram, the remains of which were discovered after the 2004 Indian Ocean earthquake and tsunami. The Puranas place the beginning of the most popular Hindu flood myth – the legend of Manu – in South India. The Sanskrit-language Bhagavata Purana (dated 500 BCE–1000 CE) describes its protagonist Manu (aka Satyavrata) as the Lord of Dravida (South India). The Matsya Purana (dated 250–500 CE) also begins with Manu practicing tapas on Mount Malaya of South India. Manimeghalai (dated around 6th century CE) mentions that the ancient Chola port city of Kaverippumpattinam (present-day Poompuhar) was destroyed by a flood. It states that this flood was sent by the Hindu deity Indra, because the king forgot to celebrate a festival dedicated to him. None of these ancient texts or their medieval commentaries use the name "Kumari Kandam" or "Kumari Nadu" for the land purportedly lost to the sea. They do not state that the land lost by the sea was a whole continent located to the south of Kanyakumari. Nor do they link the loss of this land to the history of Tamil people as a community. Lemuria hypothesis in India In 1864, the English zoologist Philip Sclater hypothesized the existence of a submerged land connection between India, Madagascar and continental Africa. He named this submerged land Lemuria, as the concept had its origins in his attempts to explain the presence of lemur-like primates (strepsirrhini) on these three disconnected lands. Before the Lemuria hypothesis was rendered obsolete by the continental drift theory, a number of scholars supported and expanded it. The concept was introduced to the Indian readers in an 1873 physical geography textbook by Henry Francis Blanford. According to Blanford, the landmass had submerged due to volcanic activity during the Cretaceous period. In late 1870s, the Lemuria theory found its first proponents in the present-day Tamil Nadu, when the leaders of the Adyar-headquartered Theosophical Society wrote about it (see the root race theory). Most European and American geologists dated Lemuria's disappearance to a period before the emergence of modern humans. Thus, according to them, Lemuria could not have hosted an ancient civilization. However, in 1885, the Indian Civil Service officer Charles D. Maclean published The Manual of the Administration of the Madras Presidency, in which he theorized Lemuria as the proto-Dravidian urheimat. In a footnote in this work, he mentioned Ernst Haeckel's Asia hypothesis, which theorized that the humans originated in a land now submerged in the Indian Ocean. Maclean added that this submerged land was the homeland of the proto-Dravidians. He also suggested that the progenitors of the other races must have migrated from Lemuria to other places via South India. This theory was also cursorily discussed by other colonial officials like Edgar Thurston and Herbert Hope Risley, including in the census reports of 1891 and 1901. Later, Maclean's manual came to be cited as an authoritative work by the Tamil writers, who often wrongly referred to him as a "scientist" and a "Doctor". The native Tamil intellectuals first started discussing the concept of a submerged Tamil homeland in the late 1890s. In 1898, J. Nallasami Pillai published an article in the philosophical-literary journal Siddhanta Deepika (aka The Truth of Light). He wrote about the theory of a lost continent in the Indian Ocean (i.e. Lemuria), mentioning that the Tamil legends speak of floods which destroyed the literary works produced during the ancient sangams. However, he also added that this theory had "no serious historical or scientific footing". In the 1920s, the Lemuria concept was popularized by the Tamil revivalists to counter the dominance of Indo-Aryans and Sanskrit. Tamil revivalist writers claimed that Lemuria, prior to its deluge, was the original Tamil homeland and birthplace of Tamil civilization. They often misquoted or miscited the words of Western scholars to grant credibility to their assertions. During the British era, the loss of small patches of lands to cyclones was cataloged in several district reports, gazetteers, and other documents. The Tamil writers of the period cited these as evidence supporting the theory about an ancient land lost to the sea. The books discussing the Kumari Kandam theory were first included in the college curriculum of the present-day Tamil Nadu in 1908. Suryanarayana Sastri's book was prescribed for use in Madras University's Master's degree courses in 1908-09. Over the next few decades, other such works were also included in the curriculum of Madras University and Annamalai University. These include Purnalingam Pillai's A Primer of Tamil Literature (1904) and Tamil literature (1929), Kandiah Pillai's Tamilakam (1934), and Srinivasa Pillai's Tamil Varalaru (1927). In a 1940 Tamil language textbook for ninth-grade students, T. V. Kalyanasundaram wrote that Lemuria of the European scholars was Kumarinatu of the Tamil literature. After the Dravidian parties came to power in the 1967 Madras State elections, the Kumari Kandam theory was disseminated more widely through school and college textbooks. In 1971, the Government of Tamil Nadu established a formal committee to write the history of Tamilakam (ancient Tamil territory). The state education minister R. Nedunceliyan declared in the Legislative Assembly that by "history", he meant "from the time of Lemuria that was seized by the ocean". In 1971, the Government of Tamil Nadu constituted a committee of historians and litterateurs, headed by M. Varadarajan. One of the objectives of the committee was to highlight "the great antiquity" of the Tamils. A 1975 textbook written by this committee detailed the Kumari Kandam theory, stating that it was supported by "the foremost geologists, ethnologists, and anthropologists". As late as 1981, the Tamil Nadu government's history textbooks mentioned the Kumari Kandam theory. Characteristics Tamil writers characterized Kumari Kandam as an ancient, but highly advanced civilization located in an isolated continent in the Indian Ocean. They also described it as the cradle of civilization inhabited solely by the speakers of Tamil language. The following sections describe these characteristics in detail. Kumari Kandam is theorized as an isolated (both temporally and geographically) land mass. Geographically, it was located in the Indian Ocean. Temporally, it was a very ancient civilization. Many Tamil writers do not assign any date to the submergence of Kumari Kandam, resorting to phrases like "once upon a time" or "several thousands of years ago". Those who do, vary greatly, ranging from 30,000 BCE to the 3rd century BCE. Several other writers state that the land was progressively lost to the sea over a period of thousands of years. In 1991, R. Mathivanan, then Chief Editor of the Tamil Etymological Dictionary Project of the Government of Tamil Nadu, claimed that the Kumari Kandam civilization flourished around 50,000 BCE, and the continent submerged around 16,000 BCE. This theory was based on the methodology recommended by his teacher Devaneya Pavanar. The isolation resulted in the possibility of describing Kumari Kandam as a utopian society insulated from external influences and foreign corruption. Unlike its description in the Kanda Puranam, the Tamil revivalists depicted Kumari Kandam as a place free of the upper-caste Brahmins, who had come to be identified as descendants of Indo-Aryans during the Dravidian movement. The non-utopian practices of the 20th century Tamil Hindu society, such as superstitions and caste-based discrimination, were all described as corruption resulting from Indo-Aryan influence. A land lost to the ocean also helped the Tamil revivalists provide an explanation for the lack of historically verifiable or scientifically acceptable material evidence about this ancient civilization. The earliest extant Tamil writings, which are attributed to the third Sangam, contain Sanskrit vocabulary, and thus could not have been the creation of a purely Tamil civilization. Connecting the concept of Lemuria to an ancient Tamil civilization allowed the Tamil revivalists to portray a society completely free of Indo-Aryan influence. They could claim that the various signs of the ancient Tamil civilization had been lost in the deep ocean. The later dominance of Sanskrit was offered as another explanation for the deliberate destruction of ancient Tamil works. In the 1950s, R. Nedunceliyan, who later became Tamil Nadu's education minister, published a pamphlet called Marainta Tiravitam ("Lost Dravidian land"). He insisted that the Brahmin historians, being biased towards Sanskrit, had deliberately kept the knowledge of the Tamil's greatness hidden from the public. The Kumari Kandam proponents laid great emphasis on stating that the Kanyakumari city was a part of the original Kumari Kandam. Some of them also argued that entire Tamil Nadu, entire Indian peninsula (south of the Vindhya Range) or even entire India were a part of Kumari Kandam. This helped ensure that the modern Tamils could be described as both indigenous people of South India and the direct descendants of the people of Kumari Kandam. This, in turn, allowed them to describe the Tamil language and culture as the world's oldest. During British Raj, Kanyakumari was a part of the Travancore state, most of which was merged to the newly-formed Kerala state after the 1956 reorganization. The Tamil politicians made a concerted effort to ensure that Kanyakumari was incorporated into the Tamil-majority Madras State (now Tamil Nadu). Kanyakumari's purported connection with Kumari Kandam was one of the reasons for this effort. According to the Kumari Kandam proponents, the continent was submerged when the last ice age ended and the sea levels rose. The Tamil people then migrated to other lands, and mixed with the other groups, leading to the formation of new races, languages and civilizations. Some also theorize that the entire humanity is descended from the inhabitants of Kumari Kandam. Both narratives agree on the point that the Tamil culture is the source of all civilized culture in the world, and Tamil is the mother language of all other languages in the world. According to the most versions, the original culture of Kumari Kandam survived in Tamil Nadu. As early as 1903, Suryanarayana Sastri, in his Tamilmoliyin Varalaru, insisted that all the humans were descendants of the ancient Tamils from Kumari Kandam. Such claims were repeated by several others, including M. S. Purnalingam Pillai and Maraimalai Adigal. In 1917, Abraham Pandithar wrote that Lemuria was the cradle of human race, and Tamil was the first language spoken by the humans. These claims were repeated in the school and college textbooks of Tamil Nadu throughout the 20th century. M. S. Purnalingam Pillai, writing in 1927, stated that the Indus Valley Civilisation was established by the Tamil survivors from the flood-hit Kumari Nadu. In the 1940s, N. S. Kandiah Pillai published maps showing migration of the Kumari Kandam residents to other parts of the world. In 1953, R. Nedunceliyan, who later became the education minister of Tamil Nadu, insisted that the civilization spread from South India to the Indus Valley and Sumer, and subsequently, to "Arabia, Egypt, Greece, Italy, Spain and other places". They presented modern Tamil as a pale remnant of the glorious ancient Tamil language spoken in Kumari Kandam. Some Tamil writers also claimed that the Indo-Aryans were also descendants of proto-Dravidians of Kumari Kandam. According to this theory, these Indo-Aryans belonged to a branch which migrated to Central Asia and then returned to India. Similar explanations were used to reconcile the popular theory that proto-Dravidians migrated to India from the Mediterranean region. A 1975 Government of Tamil Nadu college text book stated that the Dravidians of Kumari Kandam had migrated to the Mediterranean region after the submergence of their continent; later, they migrated back to India via the Himalayan passes. The Tamil revivalists did not consider Kumari Kandam as a primitive society or a rural civilization. Instead, they described it as a utopia which had reached the zenith of human achievement, and where people lived a life devoted to learning, education, travel and commerce. Sumanthi Ramaswamy notes that this "placemaking" of Kumari Kandam was frequently intended as a teaching tool, meant to inspire the modern Tamils to pursue excellence. But this pre-occupation with "civilization" was also a response to the British rulers' projection of the Europeans as more civilized than the Tamils. Suryanarayan Sastri, in 1903, described the antediluvian Tamils as expert cultivators, fine poets and far-traveling merchants, who lived in an egalitarian and democratic society. Savariroyan Pillai, writing a few years later, described Kumari Kandam as a seat of learning and culture. Sivagnana Yogi (1840–1924) stated that this ancient society was free of any caste system. Kandiah Pillai, in a 1945 work for children, wrote that Kumarikandam was ruled by a strong and just emperor called Sengon, who organized the sangams. In 1981, the Government of Tamil Nadu funded a documentary film on Kumari Kandam. The film, personally backed by the Chief Minister M. G. Ramachandran and directed by P. Neelakantan, was screened at the Fifth International Conference of Tamil Studies in Madurai. It combined the continental drift theory with the submerged continent theory to present Lemuria as a scientifically valid concept. It depicted Kumari Kandam cities resplendent with mansions, gardens, arts, crafts, music and dance. The Tamil revivalists insisted that the first two Tamil sangams (literary academies) were not mythical, and happened in the Kumari Kandam era. While most Tamil revivalists did not enumerate or list the lost Sangam works, some came up with their names, and even listed their contents. In 1903, Suryanarayana Sastri named some of these works as Mutunarai, Mutukuruku, Mapuranam and Putupuranam. In 1917, Abraham Pandithar listed three of these works as the world's first treatises of music: Naratiyam, Perunarai and Perunkuruku. He also listed several rare musical instruments such as the thousand-stringed lute, which had been lost to the sea. Devaneya Pavanar printed an entire list of the submerged books. Others listed books on a wide range of topics, including medicine, martial arts, logic, painting, sculpture, yoga, philosophy, music, mathematics, alchemy, magic, architecture, poetry, and wealth. Since these works had been lost to the sea, the Kumari Kandam proponents insisted that no empirical proof could be provided for their claims. In 1902, Chidambaranar published a book called Cenkonraraiccelavu, claiming that he had 'discovered' the manuscript from "some old cudgan [sic] leaves". The book was presented as a lost-and-found work of the first Sangam at Tenmadurai. The author of the poem was styled as Mutaluli Centan Taniyur ("Chentan who lived in Taniyur before the first deluge"). The work talked about the exploits of an antediluvian Tamil king Sengon, who ruled the now-submerged kingdom of Peruvalanatu, the region between the rivers Kumari and Pahruli. According to Chidambaranar, Sengon was a native of Olinadu, which was located south of the Equator; the king maintained several battleships and conquered lands as far as Tibet. In 1950s, Cenkonraraiccelavu was declared as a forgery by S. Vaiyapuri Pillai. However, this did not stop the Tamil revivalists from invoking the text. The 1981 documentary funded by Government of Tamil Nadu declared it as the "world's first travelogue". Extent The medieval commentator Adiyarkunallar stated that the size of the land south of Kanyakumari, lost to the sea was 700 kavatam. The modern equivalent of kavatam is not known. In 1905, Arasan Shanmugham Pillai wrote that this land amounted to thousands of miles. According to Purnalingam Pillai and Suryanarayana Sastri, the number was equivalent to 7000 miles. Others, such as Abraham Pandither, Aiyan Aarithan, Devaneyan and Raghava Aiyangar offered estimates ranging from 1,400 to 3,000 miles. According to U. V. Swaminatha Iyer, only the land amounting in area to only a few villages (equivalent to the Tamil measure of two kurram) was lost. In 1903, Suryanarayana Sastri suggested that Kumari Kandam extended from the present-day Kanyakumari in North to Kerguelen Islands in South, and from Madagascar in the West to Sunda Islands in the East. In 1912, Somasundara Bharati wrote that the continent touched China, Africa, Australia and Kanyakumari on four sides. In 1948, Maraimalai Adigal stated that the continent stretched as far as the South Pole. Somasundara Bharati offered an estimate of 6000–7000 miles. The first map to visualize Lemuria as an ancient Tamil territory was published by S. Subramania Sastri in 1916, in the journal Centamil. This map was actually part of an article that criticized the pseudohistorical claims about a lost continent. Sastri insisted that the lost land mentioned in Adiyarkunallar's records was barely equivalent to a taluka (not larger than a few hundred square miles). The map depicted two different versions of Kumari Kandam: that of Sastri, and that of A. Shanmugam Pillai (see above). The lost land was depicted as a peninsula, similar to the present-day Indian peninsula. In 1927, Purnalingam Pillai published a map titled "Puranic India before the Deluges", in which he labeled the various places of Kumari Kandam with names drawn from ancient Tamil and Sanskrit literary works. Pulavar Kulanthai, in his 1946 map, was first to depict cities like Tenmaturai and Kapatapuram on the maps of Kumari Kandam. Several maps also depicted the various mountain ranges and rivers of Kumari Kandam. The most elaborate cartographic visualization appeared in a 1977 map by R. Mathivanan. This map showed the 49 nadus mentioned by Adiyarkunallar, and appears in the Tamil Nadu government's 1981 documentary. A 1981 map published by N. Mahalingam depicted the lost land as "Submerged Tamil Nadu" in 30,000 BCE. A 1991 map, created by R. Mathivanan, showed a land bridge connecting Indian peninsula to Antarctica. A few Tamil writers also depicted Gondwanaland as Kumari Kandam. Criticism of the concept Kumari Kandam is a mythical continent, and therefore, the attempts to mix this myth with Tamil history have attracted criticism since the late 19th century. One of the earliest criticisms came from M Seshagiri Sastri (1897), who described the claims of ante-diluvial sangams as "a mere fiction originated by the prolific imagination of Tamil poets." CH Monahan wrote a scathing review of Suryanarayana Sastri's Tamilmoliyin Varalaru (1903), shortly after its publication, accusing the author of "abandoning scientific research for mythology". K. N. Sivaraja Pillai (1932) similarly stressed on the need to closely examine the historical authenticity of Sangam works and their commentaries. In 1956, K. A. Nilakanta Sastri described the Kumari Kandam theory as "all bosh", stating that geological theories about events happening millions of years ago should not be connected to the human history of a few thousand years back. Historian N. Subrahmanian, writing in 1966, described the Lemuria myth as the most characteristic example of "anti-history" in Tamil Nadu. He noted that these myths persisted in the minds of Tamil people despite modern education. According to him, the land lost to sea, as described in the ancient Tamil legends, was a small area comparable to a present-day district, and submerged around 5th or 4th century BCE. The same view is also shared by historian K. K. Pillay. He writes ... to accept this is not to accept the view that the entire Lemuria or Gondvana continent existed in the age of the Tamil Sangam, as is sometimes believed. Some of the writers on the Tamil Sangam might have held that the first Tamil Academy flourished in South Madurai which according to them lay to the south of the tip of present South India. This view has been sought to be reinforced by the Lemurian theory. But it is important to observe that the Lemurian continent must have existed, if at all, long long ago. According to geologists, the dismemberment of the Lemurian or Gondvana continent into several units must have taken place towards the close of the Mesozoic era. See also References Africa Antarctica Asia Australia Europe North America South America Afro-Eurasia Americas Eurasia Oceania |
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[SOURCE: https://en.wikipedia.org/wiki/List_of_mythological_places] | [TOKENS: 77] |
Contents List of mythological places This is a list of mythological places which appear in mythological tales, folklore, and varying religious texts. Egyptian mythology Greek mythology Norse mythology Polynesian and Māori mythology Indian mythology Chinese folk mythology Abrahamic mythology Celtic mythologies Others References Works cited Africa Antarctica Asia Australia Europe North America South America Afro-Eurasia Americas Eurasia Oceania |
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[SOURCE: https://en.wikipedia.org/wiki/Rockall_Basin] | [TOKENS: 1221] |
Contents Rockall Basin The Rockall Porcupine Margin in the Atlantic Ocean is a region of the Irish–Scottish margin of the north-east Atlantic continental margin of Europe. It consists of the Rockall Plateau, the Rockall Trough, the Rockall-Hatton Basin and the Porcupine Seabight and banks. The Rockall Trough (Scottish Gaelic: Clais Sgeir Rocail) is a deep-water bathymetric feature to the northwest of Scotland and Ireland, running roughly from southwest to northeast, flanked on the north by the Rockall Plateau and to the south by the Porcupine Seabight. At the northern end, the channel is bounded by the Wyville-Thomson Ridge, named after Charles Wyville Thomson, professor of zoology at the University of Edinburgh and driving force behind the Challenger Expedition. At the southern end, the trough opens into the Porcupine abyssal plain. The Rockall Basin (also known as the Hatton Rockall Basin) is a large (approximately 800 by 150 kilometres (500 by 90 mi)) sedimentary basin that lies beneath the trough. Both are named after Rockall, a rocky islet lying 301.4 km (187.3 mi) west of St Kilda. The Rockall Plateau consists of a number of fishing banks: the most important being the Rockall Bank and Hatton Bank, together with adjacent smaller banks and seamounts. From north to south these are Bill Bailey’s Bank, Lousy Bank, Rosemary Bank, George Bligh Bank, Anton Dohrn Seamount, and the Hebrides Terrace Seamount. Other features of the Rockall Plateau have been officially named after features of Middle-earth in the fiction of J. R. R. Tolkien, e.g. Eriador Seamount, Rohan Seamount, Gondor Seamount, Fangorn Bank, Edoras Bank, Lorien Knoll, Isengard Ridge. In February 2000, the RRS Discovery, a British oceanographic research vessel sailing in the Rockall Trough encountered the largest waves ever recorded by scientific instruments in the open ocean, with a SWH of 18.5 metres (61 ft) and individual waves up to 29.1 metres (95 ft). Geological structure The nature of the crust beneath the Rockall Trough has long been a matter of debate. Originally thought to be oceanic crust, it is now generally considered to be highly stretched continental crust. However, some groups of researchers continue to favour either oceanic or transitional style crust, particularly at the southern end of the basin. The Rockall Basin forms part of a chain of highly extended Mesozoic rift basins between the Charlie–Gibbs and Senja fracture zones, that includes: the Faroe-Shetland Basin, the Møre Basin, and the Vøring Basin. There are indications that the Rockall Basin developed within an earlier rift system, which is likely to be of Triassic to Middle Jurassic in age, by analogy with the nearby Slyne-Erris Basins. The age of the main rift phase in the Rockall Basin is strongly debated, with Late Jurassic, Early-, Mid- and Late Cretaceous all being suggested. During the Jurassic period, the Rockall Trough formed a seaway between the emergent Rockall-Hatton landmass (equivalent to the modern submerged Rockall Bank) and the emergent Hebrides Platform (comprising the modern Outer Hebrides). One of the features of the Rockall Trough is the Anton Dohrn Seamount. It lies 600 metres (2,000 ft) beneath the surface, rising 1,500 metres (4,900 ft) from the surrounding seabed. The plateau formed approximately 55 million years ago, a continental fragment formed between Greenland and Europe when the ancient continent of Laurasia was split apart by plate tectonics. The Rockall islet is the highest point of the plateau, rising 17.15 m (56 ft 3 in) above sea level. It is made of a type of peralkaline granite. To date, there has been comparatively little drilling to explore for oil and gas within the Rockall Basin and only two discoveries have been made: Benbecula in the northern UK Rockall (Shell originally Enterprise Oil) and Dooish in the northern Irish Rockall (Shell originally Enterprise Energy Ireland). The discoveries show that, at least locally, there is a working petroleum system. Rights to exploit these resources are disputed between the United Kingdom, the Republic of Ireland, Iceland and the Faroe Islands (a possession of Denmark). This topic is addressed in Rockall Bank dispute. Ecology The area supports cold-water coral colonies and carbonate mound fields such as the Logachev Mounds; the trough supports a rich deep sea fish population. There are also unusual aggregations of deep-sea sponges, in particular the encrusting sponge and bird's nest sponge. A range of other species are found amongst the sponge beds, which are considered biodiversity hotspots. For the bird's nest sponge associated species include ascidians, Foraminifera, polychaetes and burrowing anemones, whilst for the encrusting sponge beds species such as anemones, ascidians, crinoids and ophiuroids are found. The area is also home to brittlestars: filter feeders which live on the seabed. In 2014 an area of 1,256 square kilometres (485 sq mi) of the Hatton-Rockall Basin was declared a Nature Conservation Marine Protected Area. The MPA is designated a Category IV protected area by the International Union for Conservation of Nature. See also References Further reading External links 55°00′N 14°00′W / 55.000°N 14.000°W / 55.000; -14.000 |
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[SOURCE: https://en.wikipedia.org/wiki/Template:Regions_of_the_world] | [TOKENS: 82] |
Contents Template:Regions of the world Parameters This template's initial visibility currently defaults to autocollapse, meaning that if there is another collapsible item on the page (a navbox, sidebar, or table with the collapsible attribute), it is hidden apart from its title bar; if not, it is fully visible. To change this template's initial visibility, the |state= parameter may be used: See also |
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[SOURCE: https://en.wikipedia.org/wiki/Lemuria] | [TOKENS: 2043] |
Contents Lemuria Lemuria (/lɪˈmjʊəriə/), or Limuria, was a continent proposed in 1864 by zoologist Philip Sclater, theorized to have sunk beneath the Indian Ocean, later appropriated by occultists in supposed accounts of human origins. The theory was discredited with the discovery of plate tectonics and continental drift in the 20th century. The hypothesis was proposed as an explanation for the presence of lemur fossils on Madagascar and the Indian subcontinent but not in continental Africa or the Middle East. Biologist Ernst Haeckel's suggestion in 1870 that Lemuria could be the ancestral home of humans caused the hypothesis to move beyond the scope of geology and zoogeography, ensuring its popularity outside of the framework of the scientific community. During the latter part of the 19th century, Helena Blavatsky, occultist and founder of theosophy, placed Lemuria in the system of her mystical-religious doctrine, claiming that this continent was the homeland of the human ancestors, whom she called Lemurians. The writings of Blavatsky had a significant impact on Western esotericism, popularizing the myth of Lemuria and its mystical inhabitants. Theories about Lemuria became untenable when, in the 1960s, the scientific community accepted Alfred Wegener's theory of continental drift, presented in 1912, but the idea lived on in the popular imagination, especially in relation to the Theosophist tradition. Scientific origins Lemuria was hypothesized as a land bridge, now sunken, which would account for certain discontinuities in biogeography. This idea has been rendered obsolete by modern theories of plate tectonics. Sunken continents such as Zealandia in the Pacific, and Mauritia and the Kerguelen Plateau in the Indian Ocean do exist, but no geological formation under the Indian or Pacific oceans is known that could have served as a land bridge between these continents.[citation needed] In 1864, "The Mammals of Madagascar" by zoologist and biogeographer Philip Sclater appeared in The Quarterly Journal of Science. Using a classification he referred to as lemurs, but which included related primate groups, and puzzled by the presence of their fossils in Madagascar and India, but not in Africa or the Middle East, Sclater proposed that Madagascar and India had once been part of a larger continent (he was correct in this; though in reality this was Mauritia and the supercontinent Gondwana). The anomalies of the mammal fauna of Madagascar can best be explained by supposing that... a large continent occupied parts of the Atlantic and Indian Oceans... that this continent was broken up into islands, of which some have become amalgamated with... Africa, some... with what is now Asia; and that in Madagascar and the Mascarene Islands we have existing relics of this great continent, for which... I should propose the name Lemuria! Sclater's theory was hardly unusual for his time; "land bridges", real and imagined, fascinated several of Sclater's contemporaries. Étienne Geoffroy Saint-Hilaire, also looking at the relationship between animals in India and Madagascar, had suggested a southern continent about two decades before Sclater, but did not give it a name. The acceptance of Darwinism led scientists to seek to trace the diffusion of species from their points of evolutionary origin. Before the acceptance of continental drift, biologists frequently postulated the existence of submerged land masses to account for populations of land-based species now separated by barriers of water. Similarly, geologists tried to account for striking resemblances of rock formations on different continents. The first systematic attempt was made by Melchior Neumayr in his book Erdgeschichte in 1886. Many hypothetical submerged land bridges and continents were proposed during the 19th century to account for the present distribution of species. After gaining some acceptance within the scientific community, the concept of Lemuria began to appear in the works of other scholars. Ernst Haeckel, a Darwinian taxonomist, proposed Lemuria as an explanation for the absence of proto-human "missing links" in the fossil record. According to another source, Haeckel put forward this thesis before Sclater, without using the name "Lemuria". The Lemuria theory disappeared completely from conventional scientific consideration after the theories of plate tectonics and continental drift were accepted by the larger scientific community. According to the theory of plate tectonics, Madagascar and India were once part of the same landmass, thus accounting for geological resemblances, but plate movement caused India to break away millions of years ago, and move to its present location. The original landmass, Mauritia and the supercontinent Gondwana prior to that, broke apart; it predominantly did not sink beneath sea level. Theosophy and occultism The idea of Lemuria was later incorporated into the philosophy of Theosophy and has persisted as a theme in pseudoarchaeology and discussions of lost lands. There is a vast fringe literature pertaining to Lemuria and to related concepts such as the Lemurian Fellowship and other things "Lemurian". All share a common belief that a continent existed in what is now either the Pacific Ocean or the Indian Ocean in ancient times and claim that it became submerged as a result of a geological cataclysm. An important element of the mythology of Lemuria is that it was the location of the emergence of complex knowledge systems that formed the basis for later beliefs. The concept of Lemuria was developed in detail by James Churchward, who referred to it as Mu and identified it as a lost continent in the Pacific Ocean. Churchward appropriated this name from Augustus Le Plongeon, who had used the concept of the "Land of Mu" to refer to the legendary lost continent of Atlantis. Churchward's books included The Lost Continent of Mu, the Motherland of Men (1926), The Children of Mu (1931), The Sacred Symbols of Mu (1933), Cosmic Forces of Mu (1934), and Second Book of Cosmic Forces of Mu (1935). The relationships between Lemuria/Mu and Atlantis are discussed in detail in the book Lost Continents: The Atlantis Theme in History, Science, and Literature (1954) by L. Sprague de Camp. Blavatsky claimed that Australia was a remnant inland region of Lemuria and that Aboriginal Australians and Aboriginal Tasmanians (which she identified as separate groups) were of Lemurian and Lemuro-Atlantean origin, after cross-breeding with animals. Her idea was subsequently developed in pseudo-histories and fiction of the white Australian popular culture of the 1890s and early 1900s, including the writings of nationalist Australian poet Bernard O'Dowd, author Rosa Campbell Praed in My Australian Girlhood, author John David Hennessey in An Australian Bush Track and George Firth Scott's novel The Last Lemurian: A Westralian Romance. Robert Dixon suggests that the popularity of the idea of "lost races" like Lemurians and Atlanteans reflected the anxieties of colonial Australians, that "when Englishness is lost there is nothing to replace it". A. L. McCann attributes Praed's use of the Lemuria trope to an "attempt to create a lineage for white settlers without having to confront the annihilation of Indigenous people". In 1894, Frederick Spencer Oliver published A Dweller on Two Planets, an occult book which claimed that survivors from Lemuria were living in a complex of tunnels beneath the mountain of Mount Shasta in northern California. This city, known as Telos: City of Light boasted fur-lined carpeted floors and jeweled walls, all signs of opulence. Spencer also claimed that Lemurians could be seen walking the surface in white robes. In 1931, Harvey Spencer Lewis, who went by the pseudonym Wishar Spenle Cerve wrote Lemuria: the Lost Continent of the Pacific, which popularized the idea that Shasta was a repository for Lemurians. In the 1930s, Guy Warren Ballard claimed to have been approached by Saint Germain who told him he could endow him with knowledge and wisdom. Ballard wrote and published the book Unveiled Mysteries under the alias Godfré Ray King, where Ballard claimed to be the person that Saint Germain was speaking through to get to the world. The belief in Telos has been proliferated by Ballard and his followers, as well as other religious groups like the Ascended Masters, the Great White Brotherhood, The Bridge to Freedom, The Summit Lighthouse, Church Universal and Triumphant, and Kryon.[citation needed] Every year, members of these religious groups make pilgrimage to Mount Shasta, a journey that is marked by various yearly festivals and events. The Saint Germain Foundation hosts the annual "I AM COME!" Pageant, on the Life of Jesus the Christ in Mt. Shasta. The Rainbow Family hosts a Rainbow Gathering every August to commemorate the pilgrimage. These religions are often a mix of spiritual practices, based largely on native, Christian, Buddhist and Taoist traditions, synthesizing their beliefs, and excluding "negative" aspects of such religions. For example, the Saint Germain Foundation does not include Jesus' crucifixion in their teachings. Kumari Kandam Some Tamil writers such as Devaneya Pavanar have associated Lemuria with Kumari Kandam, a legendary sunken landmass mentioned in the Tamil literature, claiming that it was the cradle of civilization. A Tamil commentator, Adiyarkunallar, described the dimensions that extended between the Pahrali River and the Kumari River in the Pandyan country that was taken over by the ocean later on. See also References Further reading External links Africa Antarctica Asia Australia Europe North America South America Afro-Eurasia Americas Eurasia Oceania |
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[SOURCE: https://en.wikipedia.org/wiki/Chronology_of_continents] | [TOKENS: 92] |
Contents Chronology of continents A continent is a large geographical region defined by the continental shelves and the cultures on the continent. In the modern day, there are seven continents. However, there have been more continents throughout history. Vaalbara was the first supercontinent. Europe is the newest continent. Geologists have predicted that certain continents will appear, these being Pangaea Proxima, Novopangaea, Aurica, and Amasia. List of continents References |
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[SOURCE: https://en.wikipedia.org/wiki/Russian_Far_East] | [TOKENS: 2335] |
Contents Russian Far East The Russian Far East (Russian: Дальний Восток России, IPA: [ˈdalʲnʲɪj vɐˈstok rɐˈsʲiɪ]) is a region in North Asia. It is the easternmost part of Russia and the Asian continent, and is coextensive with the Far Eastern Federal District, which encompasses the area between Lake Baikal and the Pacific Ocean. The area's largest city is Khabarovsk, followed by Vladivostok. The region shares land borders with the countries of Mongolia, China, and North Korea to its south, as well as maritime boundaries with Japan to its southeast, and with the United States along the Bering Strait to its northeast. Although foreign sources often consider the Russian Far East to be a part of Siberia, it has been historically categorized separately from Siberia in Russian regional schemes (and previously during the Soviet era when it was called the Soviet Far East). Terminology In Russia, the region is usually referred to as simply the Far East (Russian: Дальний Восток, romanized: Dal'niy Vostok). What is known in English as the Far East is usually referred to as the Asia-Pacific Region (Азиатско-тихоокеанский регион, Aziatsko-tiho-okeanskiy region, abbreviated АТР (ATR)), or East Asia (Восточная Азия, Vostochnaya Aziya), depending on the context. Geographical features History Russians reached the Pacific coast in 1647 with the establishment of Okhotsk, and the Russian Empire consolidated its control over the Russian Far East in the 19th century, after the annexation of part of Chinese Manchuria (1858–1860). Primorskaya Oblast was established as a separate administrative division of the Russian Empire in 1856, with its administrative center at Khabarovsk. Several entities with the name "Far East" existed in the first half of the 20th century, all with rather different boundaries: Until 2000 the Russian Far East lacked officially defined boundaries. A single term "Siberia and the Far East" (Сибирь и Дальний Восток) often referred to Russia's regions east of the Urals without drawing a clear distinction between "Siberia" and "the Far East". In 2000 Russia's federal subjects were grouped into larger federal districts, one of which, the Far Eastern Federal District, comprised Amur Oblast, the Chukotka Autonomous Okrug, the Jewish Autonomous Oblast, Kamchatka Oblast with the Koryak Autonomous Okrug, Khabarovsk Krai, Magadan Oblast, Primorsky Krai, the Sakha (Yakutia) Republic, and Sakhalin Oblast. In November 2018 Zabaykalsky Krai and the Republic of Buryatia were added; they had previously formed part of the Siberian Federal District. Since 2000, Russians have increasingly used the term "Far East" to refer to the federal district, though the term is often also used more loosely. Defined by the boundaries of the federal district, the Far East has an area of 6.2 million square kilometres (2,400,000 sq mi)—over one-third of Russia's total area. Russia in the early 1900s persistently sought a warm-water port on the Pacific Ocean for the Imperial Russian Navy as well as to facilitate maritime trade. The recently established Pacific seaport of Vladivostok (founded in 1860) was operational only during the summer season, but Port Arthur (leased by Russia from China from 1896 onward) in Manchuria could operate all year. After the First Sino-Japanese War (1894–1895) and the failure of the 1903 negotiations between Japan and the Tsar Nicholas II's government, Japan chose war to protect its domination of Korea and adjacent territories. Russia, meanwhile, saw war as a means of distracting its populace from government repression and of rallying patriotism in the aftermath of several general strikes. Japan issued a declaration of war on 8 February 1904. Three hours before Japan's declaration of war was received by the Russian government, the Imperial Japanese Navy attacked the Russian 1st Pacific Squadron at Port Arthur. Eight days later Russia declared war on Japan. The war ended in September 1905 with a Japanese victory following the fall of Port Arthur and the failed Russian invasion of Japan through the Korean Peninsula and Northeast China; also, Japan had threatened to invade Primorsky Krai via Korea. The warring parties signed the Treaty of Portsmouth on 5 September 1905, and both Japan and Russia agreed to evacuate Manchuria and to return its sovereignty to China, but Japan was allowed to lease the Liaodong Peninsula (containing Port Arthur and Talien, aka Kwantung Leased Territory), and the Russian rail system in southern Manchuria with its access to strategic resources. Japan also received the southern half of the island of Sakhalin from Russia. In 1907 Japan forced Russia to confiscate land from Korean settlers (who formed the majority of Primorsky Krai's population) due to a fear of an invasion of Korea and of the ousting of Japanese troops by Korean guerrillas.[citation needed] Between 1937 and 1939, the Soviet Union under Joseph Stalin deported over 200,000 Koreans to Uzbekistan and Kazakhstan, fearing that the Koreans might act as spies for Japan. Many Koreans died on the way in cattle trains due to starvation, illness, or freezing conditions. Soviet authorities purged and executed many community leaders; Koryo-saram were not allowed to travel outside of Central Asia for the next 15 years. Koreans were also not allowed to use the Korean language and its use began to become lost with the involvement of the Koryo-mar dialect and the use of Russian. Development of numerous remote locations in the Soviet Far East relied on Gulag labour camps during Stalin's rule, especially in the region's northern half. After the death of Stalin in 1953 the large-scale use of forced labour waned and was superseded by volunteer employees attracted by relatively high wages. During the Japanese invasion of Manchuria in 1931, the Soviets occupied Bolshoy Ussuriysky Island, Yinlong Island, and several adjacent islets to separate the city of Khabarovsk from the territory controlled by a possibly hostile power.[better source needed] Indeed, Japan turned its military attention to Soviet territories. Conflicts between the Japanese and the Soviets frequently happened on the border of Manchuria between 1938 and 1945. The first confrontation occurred in Primorsky Krai, the Battle of Lake Khasan (July–August 1938) involved an attempted military incursion of Japanese-controlled Manchukuo into territory claimed by the Soviet Union. This incursion was founded in the beliefs of the Japanese side that the Soviet Union had misinterpreted the demarcation of the boundary based on the 1860 Treaty of Peking between Imperial Russia and Manchu China. Primorsky Krai was always threatened by a Japanese invasion despite the fact that most of the remaining clashes occurred in Manchukuo. The clashes ended shortly before and after the conclusion of World War II (see Soviet–Japanese War) when a war-weakened Japan found its territories of Manchukuo, Mengjiang, Korea, and South Sakhalin invaded by Soviet and Mongolian troops (August 1945). Both the Soviet Union and Japan regarded the Primorsky Krai as a strategic location in World War II, and clashes over the territory were common. The Soviets and the other Allies considered it a key location for the planned invasion of Japan through Korea; Japan viewed it as a key location to begin a mass invasion of Eastern Russia. The Primorsky Krai served as the Soviet Union's Pacific headquarters in the war to plan an invasion for allied troops of Korea in order to reach Japan. After the Soviet invasion, the USSR returned Manchukuo and Mengjiang to China; Korea became liberated. The Soviet Union also occupied and annexed Japan's Kuril Islands and southern Sakhalin. The planned Soviet invasion of Japan proper never happened. During the Korean War, Primorsky Krai became the site of extreme security concern for the Soviet Union. Vladivostok was the site of the Strategic Arms Limitation Talks in 1974. At the time, the Soviet Union and the United States decided quantitative limits on various nuclear weapons systems and banned the construction of new land-based ICBM launchers. Vladivostok and other cities in Primorsky Krai soon[when?] became closed cities because of the bases of the Soviet Pacific Fleet. Incursions of American reconnaissance aircraft from Alaska sometimes happened. Concerns of the Soviet military caused the infamous Korean Air Lines Flight 007 incident in 1983. In 2016, President Vladimir Putin proposed the Russian Homestead Act to populate the Russian Far East. Demographics According to the 2021 Census, the Far Eastern Federal District had a population of 7.98 million. Most of it is concentrated in the southern parts. Given the vast territory of the Russian Far East, 6.3 million people translates to slightly less than one person per square kilometer, making the Russian Far East one of the most sparsely populated areas in the world. The population of the Russian Far East has been rapidly declining since the dissolution of the Soviet Union (even more than for Russia in general), dropping by 14% in the last fifteen years.[timeframe?] The Russian government had been discussing a range of re-population programs to avoid the forecast drop to 4.5 million people by 2015, hoping to attract in particular the remaining Russian population of the near abroad but eventually agreeing on a program to resettle Ukrainian Illegal immigrants. Ethnic Russians and Ukrainians make up the majority of the population. 75% of the population is urban. The largest cities are: The original population groups of the Russian Far East include (grouped by language group): Transportation The region was not connected with the rest of Russia via domestic highways until the M58 highway was completed in 2010. Uniquely for Russia, most cars have right-hand drive (73% of cars in the region), though they are still driven on the right-hand side of the road. Railways are better developed. The Trans-Siberian Railway and Baikal–Amur Mainline (since 1984) provide a connection with Siberia (and the rest of the country). The Amur–Yakutsk Mainline is aimed to link the city of Yakutsk to the Russian railway network. Passenger trains connect to Nizhny Bestyakh as of 2013. As in nearby Siberia, for many remote localities, aviation is the main mode of transportation to/from civilisation, but the infrastructure is often poor. Maritime transport is important for delivering supplies to localities near the Pacific and Arctic coasts, and for shipping exports, especially oil, gas and ores. Fauna Flora See also Footnotes Bibliography External links |
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[SOURCE: https://en.wikipedia.org/wiki/Hyperborea] | [TOKENS: 4586] |
Contents Hyperborea In Greek mythology, the Hyperboreans (Ancient Greek: ὑπερβόρε(ι)οι, romanized: hyperbóre(i)oi, pronounced [hyperbóre(ː)oi̯]; Latin: Hyperborei) were a mythical people who lived in the far northern part of the known world. Their name appears to derive from the Greek ὑπέρ Βορέᾱ, "beyond Boreas" (the god of the north wind). Some scholars prefer a derivation from ὑπερφέρω (hyperpherō, "to carry over"). Despite their location in an otherwise frigid part of the world, the Hyperboreans were believed to inhabit a sunny, temperate, and divinely blessed land. In many versions of the story, they lived north of the Riphean Mountains, which shielded them from the effects of the cold north wind. The oldest myths portray them as the favorites of Apollo, and some ancient Greek writers regarded the Hyperboreans as the mythical founders of Apollo's shrines at Delos and Delphi. Later writers disagreed on the existence and location of the Hyperboreans, with some regarding them as purely mythological, and others connecting them to real-world peoples and places in northern Eurasia (e.g. Britain, Scandinavia, or Siberia). In medieval and Renaissance literature, the Hyperboreans came to signify remoteness and exoticism. Modern scholars consider the Hyperborean myth to be an amalgam of ideas from ancient utopianism, "edge of the earth" stories, the cult of Apollo, and exaggerated reports of phenomena in northern Europe (e.g. the Arctic "midnight sun"). Greeks initially used the term Hyperborei Montes to denote a mythical mountain range in the far north, associated with the Hyperborea, but later ancient geographers applied it to actual mountain ranges, including the Caucasus, the Ural Mountains and the Rhipaei Montes. Early sources The earliest extant source that mentions Hyperborea in detail, Herodotus' Histories (Book IV, Chapters 32–36), dates from c. 450 BC. Herodotus recorded three earlier sources that supposedly mentioned the Hyperboreans, including Hesiod and Homer, the latter purportedly having written of Hyperborea in his lost work Epigoni. Herodotus voices doubts as to the attribution of the work to Homer. Herodotus wrote that the 7th-century BC poet Aristeas wrote of the Hyperboreans in a poem (now lost) called Arimaspea about a journey to the Issedones, who are estimated to have lived in the Kazakh Steppe. Beyond these lived the one-eyed Arimaspians, further on the gold-guarding griffins, and beyond these the Hyperboreans. Herodotus assumed that Hyperborea lay somewhere in Northeast Asia. Pindar, lyric poet from Thebes and a contemporary of Herodotus in the tenth Pythian Ode described the Hyperboreans and tells of Perseus's journey to them. Other 5th-century BC Greek authors, such as Simonides of Ceos and Hellanicus of Lesbos, described or referenced the Hyperboreans in their works. The Hyperboreans were believed to live beyond the snowy Riphean Mountains, with Pausanias describing the location as "The land of the Hyperboreans, men living beyond the home of Boreas." Homer placed Boreas in Thrace, and therefore Hyperborea was in his opinion north of Thrace, in Dacia. Sophocles (Antigone, 980–987), Aeschylus (Agamemnon, 193; 651), Simonides of Ceos (Schol. on Apollonius Rhodius, 1. 121) and Callimachus (Delian, [IV] 65) also placed Boreas in Thrace. Other ancient writers believed the home of Boreas or the Riphean Mountains were in a different location. For example, Hecataeus of Miletus believed that the Riphean Mountains were adjacent to the Black Sea. Alternatively, Pindar placed the home of Boreas, the Riphean Mountains and Hyperborea all near the Danube. Heraclides Ponticus and Antimachus in contrast identified the Riphean Mountains with the Alps, and the Hyperboreans as a Celtic tribe (perhaps the Helvetii) who lived just beyond them. Aristotle placed the Riphean mountains on the borders of Scythia, and Hyperborea further north. Hecataeus of Abdera and others believed Hyperborea was Britain. Later Roman and Greek sources continued to change the location of the Riphean mountains, the home of Boreas, as well as Hyperborea, supposedly located beyond them. However, all these sources agreed these were all in the far north of Greece or southern Europe. The ancient grammarian Simmias of Rhodes in the 3rd century BC connected the Hyperboreans to the Massagetae and Posidonius in the 1st century BC to the Western Celts, but Pomponius Mela placed them even further north in the vicinity of the Arctic. In maps based on reference points and descriptions given by Strabo, Hyperborea, shown variously as a peninsula or island, is located beyond what is now France, and stretches further north–south than east–west. Other descriptions put it in the general area of the Ural Mountains. Plutarch, writing in the 1st century AD, mentions Heraclides of Ponticus, who connected the Hyperboreans with the Gauls who had sacked Rome in the 4th century BC (see Battle of the Allia). Aelian, Diodorus Siculus and Stephen of Byzantium all recorded important ancient Greek sources on Hyperborea, but added no new descriptions. The 2nd-century AD Stoic philosopher Hierocles equated the Hyperboreans with the Scythians, and the Riphean Mountains with the Ural Mountains. Clement of Alexandria and other early Christian writers also made this same Scythian equation. Hyperborea was identified with Britain first by Hecataeus of Abdera in the 4th century BC, as in a preserved fragment by Diodorus Siculus: In the regions beyond the land of the Celts there lies in the ocean an island no smaller than Sicily. This island, the account continues, is situated in the north and is inhabited by the Hyperboreans, who are called by that name because their home is beyond the point whence the north wind (Boreas) blows; and the island is both fertile and productive of every crop, and has an unusually temperate climate. Hecateaus of Abdera also wrote that the Hyperboreans had on their island "a magnificent sacred precinct of Apollo and a notable temple which is adorned with many votive offerings and is spherical in shape". Some scholars have identified this temple with Stonehenge.[a] Diodorus, however, does not identify Hyperborea with Britain, and his description of Britain (5.21–23) makes no mention of the Hyperboreans or their spherical temple. Pseudo-Scymnus, around 90 BC, wrote that Boreas dwelled at the extremity of Gaulish territory, and that he had a pillar erected in his name on the edge of the sea (Periegesis, 183). Some have claimed this is a geographical reference to northern France, and Hyperborea as the British Isles which lay just beyond the English Channel. Ptolemy (Geographia, 2. 21) and Marcian of Heraclea (Periplus, 2. 42) both placed Hyperborea in the North Sea which they called the "Hyperborean Ocean". In his 1726 work on the druids, John Toland specifically identified Diodorus' Hyperborea with the Isle of Lewis, and the spherical temple with the Callanish Stones. Legends Along with Thule, Hyperborea was one of several terrae incognitae to the Greeks and Romans, where Pliny, Pindar and Herodotus, as well as Virgil and Cicero, reported that people lived to the age of one thousand and enjoyed lives of complete happiness. Hecataeus of Abdera collated all the stories about the Hyperboreans current in the 4th century BC and published a lengthy, now-lost treatise on them that was noted by Diodorus Siculus (ii.47.1–2). Legend told that the sun was supposed to rise and set only once a year in Hyperborea, which would place it above or upon the Arctic Circle, or, more generally, in the arctic polar regions. The ancient Greek writer Theopompus, in his work Philippica, claimed Hyperborea was once planned to be conquered by a large race of soldiers from another island; however, this plan was apparently abandoned, as the soldiers from Meropis realized the Hyperboreans were too strong, and too blessed, for them to be conquered. This unusual tale, which some[who?] believe was satire or comedy, was preserved by Aelian (Varia Historia, 3. 18). Theseus visited the Hyperboreans and Pindar transferred Perseus' encounter with Medusa there from its traditional site in Libya, to the dissatisfaction of his Alexandrian editors. Apollonius wrote that the Argonauts sighted Hyperborea, when they sailed through Eridanos. Alone among the Twelve Olympians, the Greeks venerated Apollo among the Hyperboreans, and the god was thought to spend his winters there amongst them. According to Herodotus, offerings from the Hyperboreans came to Scythia packed with straw, and they were passed from tribe to tribe until they arrived at Dodona and from them to other Greek peoples until they to came to Apollo's temple on Delos. He said they used this method because the first time the gifts were brought by two maidens, Hyperoche and Laodice, with an escort of five men, but none of them returned. To prevent this, the Hyperboreans began to bring the gifts to their borders and ask their neighbours to deliver them to the next country and so on until they arrived to Delos. Herodotus also details that two other virgin maidens, Arge and Opis, had come from Hyperborea to Delos before, as a tribute to the goddess Ilithyia for ease of child-bearing, accompanied by the gods themselves. The maidens received honours in Delos, where the women collected gifts from them and sang hymns to them. A particular Hyperborean legendary healer was known as "Abaris" or "Abaris the Healer" whom Herodotus first described in his works. Plato (Charmides, 158C) regarded Abaris as a physician from the far north, while Strabo reported Abaris was Scythian like the early philosopher Anacharsis (Geographica, 7. 3. 8). Greek legend asserts that the Boreades, who were the descendants of Boreas and Chione, founded the first theocratic monarchy on Hyperborea. This legend is found preserved in the writings of Aelian: This god [Apollo] has as priests the sons of Boreas and Chione, three in number, brothers by birth, and six cubits in height [about 2.7 metres]. Diodorus Siculus added to this account: And the kings of this (Hyperborean) city and the supervisors of the sacred precinct are called Boreadae, since they are descendants of Boreas, and the succession to these positions is always kept in their family. The Boreades were thus believed to be giant kings, around 10 feet (3.0 m) tall, who ruled Hyperborea. No other physical descriptions of the Hyperboreans are provided in classical sources. However, Aelius Herodianus, a grammarian in the 3rd century, wrote that the mythical Arimaspi were identical to the Hyperboreans in physical appearance (De Prosodia Catholica, 1. 114) and Stephanus of Byzantium in the 6th century wrote the same (Ethnica, 118. 16). The ancient poet Callimachus described the Arimaspi as having fair hair, but it is disputed whether the Arimaspi were Hyperboreans. According to Herodianus, the Arimaspi were close in appearance to the Hyperboreans, making the inference that the Hyperboreans had fair hair being potentially valid.[citation needed] Six classical Greek authors also came to identify the Hyperboreans with their Celtic neighbours in the north: Antimachus of Colophon, Protarchus, Heraclides Ponticus, Hecataeus of Abdera, Apollonius of Rhodes and Posidonius of Apamea. The way the Greeks understood their relationship with non-Greek peoples was significantly moulded by the way myths of the Golden Age were transplanted into the contemporary scene, especially in the context of Greek colonisation and trade. As the Riphean mountains of the mythical past were identified with the Alps of northern Italy, there was at least a geographic rationale for identifying the Hyperboreans with the Celts living in and beyond the Alps, or at least the Hyperborean lands with the lands inhabited by the Celts. A reputation for feasting and a love of gold may have reinforced the connection. Identification as Hyperboreans Northern Europeans (Scandinavians), when confronted with the classical Greco-Roman culture of the Mediterranean, identified themselves with the Hyperboreans.[citation needed] This aligns with the traditional aspect of a perpetually sunny land beyond the north, since the Northern half of Scandinavia faces long days during high summer with no hour of darkness ('midnight sun'). This idea was especially strong during the 17th century in Sweden, where the later representatives of the ideology of Gothicism declared the Scandinavian peninsula both the lost Atlantis and the Hyperborean land. Northern regions and their inhabitants have been called "Hyperborean", without claims of descent from the mythological Hyperboreans. In this vein, the self-described "Hyperborean-Roman Company" (Hyperboreisch-römische Gesellschaft) were a group of northern European scholars who studied classical ruins in Rome, founded in 1824 by Theodor Panofka, Otto Magnus von Stackelberg, August Kestner and Eduard Gerhard. In this sense, Washington Irving, in elaborating on the Astor Expedition in the Pacific Northwest, described how: While the fiery and magnificent Spaniard, inflamed with the mania for gold, has extended his discoveries and conquests over those brilliant countries scorched by the ardent sun of the tropics, the adroit and buoyant Frenchman, and the cool and calculating Briton, have pursued the less splendid, but no less lucrative, traffic in furs amidst the Hyperborean regions of the Canadas, until they have advanced even within the Arctic Circle. The term "Hyperborean" still sees some jocular contemporary use in reference to groups of people who live in a cold climate. Under the Library of Congress Classification System, the letter subclass PM includes "Hyperborean Languages", a catch-all category that refers to all the linguistically unrelated languages of peoples living in Arctic regions, such as the Inuit. Hyperborean has also been used in a metaphorical sense, to describe a sense of distance from the ordinary. In this way, Friedrich Nietzsche referred to his sympathetic readers as Hyperboreans in The Antichrist (written 1888, published 1895): "Let us look each other in the face. We are Hyperboreans – we know well enough how remote our place is." He quoted Pindar and added "Beyond the North, beyond the ice, beyond death – our life, our happiness." Hyperborean Indo-European hypothesis John G. Bennett wrote a research paper entitled "The Hyperborean Origin of the Indo-European Culture" (Journal Systematics, Vol. 1, No. 3, December 1963) in which he claimed the Indo-European homeland was in the far north, which he considered the Hyperborea of classical antiquity. This idea was earlier proposed by Bal Gangadhar Tilak (whom Bennett credits) in his The Arctic Home in the Vedas (1903) as well as the Austro-Hungarian ethnologist Karl Penka (Origins of the Aryans, 1883). Soviet Indologist Natalia R. Guseva and Soviet ethnographer S. V. Zharnikova, influenced by Tilak's The Arctic Home in the Vedas, argued for a northern Urals Arctic homeland of the Indo-Aryan and Slavic people. Their ideas were popularized by Russian nationalists. In modern esoteric thought According to Jason Jeffrey, H. P. Blavatsky, René Guénon and Julius Evola all shared the belief in the Hyperborean, polar origins of mankind and a subsequent solidification and devolution. Blavatsky describes the Hyperboreans as the origin of the second "root race" and as non-intelligent ethereal creatures that reproduced by budding. However, Jeffrey's account may contradict some theosophical tenets, as according to other authors like Santucci, theosophy sees the passage from one root race to another as always evolution, never devolution, thus the Hyperborean could not be superior to modern man. According to these esotericists,[citation needed] the Hyperborean people represented the Golden Age polar center of civilization and spirituality, with mankind, instead of evolving from a common ape ancestor, progressively devolving into an apelike state as a result of straying, both physically and spiritually, from its mystical otherworldly homeland in the Far North, succumbing to the "demonic" energies of the South Pole, the greatest point of materialization. Modern interpretations Since Herodotus places the Hyperboreans beyond the Massagetae and Issedones, both Central Asian peoples, it appears that his Hyperboreans may have lived in Siberia. Heracles sought the golden-antlered hind of Artemis in Hyperborea. As the reindeer is the only deer species of which females bear antlers, this would suggest an arctic or subarctic region. Following J. D. P. Bolton's location of the Issedones on the south-western slopes of the Altay Mountains, Carl P. Ruck places Hyperborea beyond the Dzungarian Gate into northern Xinjiang, noting that the Hyperboreans were probably Chinese. In 1974 Robert Charroux first related the Hyperboreans to an ancient astronaut race. Miguel Serrano was influenced by Charroux's writings on the Hyperboreans. Aleksandr Dugin has "touted ancient legends about the sunken city of Atlantis and the mythical civilisation Hyperborea" in defense of his vision of a vast Russian Empire. "He believes Russia is the modern-day reincarnation of the ancient 'Hyperboreans', who need to stand at odds with the modern-day 'Atlanteans', the United States". In August 2021, a report published by the Institute for Strategic Dialogue highlighted increased content promoting Hyperborea on the social networking site TikTok. The report indicated that hyperborean imagery and symbology is increasingly being used as a form of Esoteric Nazism by neo-Nazi TikTok users. The archaeologists Kristian Kristiansen and Thomas B. Larsson have argued that accounts of Hyperborea and its associated myths represent "a mythological relict" from the Bronze Age: The Delphic Apollo had strong northern links with the solar deity of the Baltic, from where amber came. He travelled on his white swans to the Hyperborean of the cold North during winter. This is a mythological relict of the economic role of the central and northern European periphery during the Bronze Age. On numerous metal items swans carried the sun, materialising the common myth of the sun-god, which according to Herodotus (IV, 32-6) was brought to Delos by Hyperborean maidens in at least two missions. The historian Timothy P. Bridgman similarly suggests that "The Hyperborean gift route may constitute a hazy memory of Mycenaean trade routes and dealings with northern peoples." Archaeological evidence for Greek contacts with the north in the Bronze Age includes amber from the Baltic, amber necklaces from Britain, and chariot equipment from the Steppe or Carpathian Basin found in the elite Shaft Graves at Mycenae, and Baltic amber found in the sanctuaries at Delphi and on Delos. In 1924 the tombs associated with the Hyperborean maidens in Delos (Hyperoche, Laodice, Opis and Arge) were identified "in the very places described by Herodotus" and exacavated by French archaeologists Charles Picard and Joseph Replat. Both pairs of tombs were found to date from the Bronze Age and contained Cycladic, Minoan and Mycenaean pottery dating from the period 1875–1420 BC (equivalent to Middle Minoan II to Late Minoan II). A 'primitive cult' was apparently attached to the tombs in the Cycladic and Mycenaean age. See also Notes References Sources Africa Antarctica Asia Australia Europe North America South America Afro-Eurasia Americas Eurasia Oceania |
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[SOURCE: https://en.wikipedia.org/wiki/Continent#Subcontinents] | [TOKENS: 6028] |
Contents Continent A continent is any of several large terrestrial geographical regions. Continents are generally identified by convention rather than any strict criteria. A continent could be a single large landmass, a landmass and nearby islands either on or beyond its continental shelf, or a part of a larger landmass, as in the case of Asia and Europe within Eurasia. Due to these varying definitions, the number of continents varies, up to seven or as few as four. Most English-speaking countries recognize seven continents. In order from largest to smallest in area, these seven are Asia, Africa, North America, South America, Antarctica, Europe, and Australia (or sometimes Oceania or Australasia). Different variations with fewer continents merge some of these regions; examples of this are merging Asia and Europe into Eurasia, North America and South America into the Americas (or simply America), and Africa, Asia, and Europe into Afro-Eurasia. Oceanic islands are occasionally grouped with a nearby continent to divide all the world's land into geographical regions. Under this scheme, most of the island countries and territories in the Pacific Ocean are grouped together with the continent of Australia to form the geographical region of Oceania. In geology, a continent is defined as "one of Earth's major landmasses, including both dry land and continental shelves". The geological continents correspond to seven large areas of continental crust that are found on the tectonic plates, but exclude small continental fragments such as Madagascar that are generally referred to as microcontinents. Continental crust is only known to exist on Earth. The idea of continental drift gained recognition in the 20th century. It postulates that the current continents formed from the breaking up of a supercontinent (Pangaea) that formed hundreds of millions of years ago. Etymology From the 16th century the English noun continent was derived from the term continent land, meaning continuous or connected land and translated from the Latin terra continens. The noun was used to mean "a connected or continuous tract of land" or mainland. It was not applied only to very large areas of land—in the 17th century, references were made to the continents (or mainlands) of the Isle of Man, Ireland and Wales and in 1745 to Sumatra. The word continent was used in translating Greek and Latin writings about the three "parts" of the world, although in the original languages no word of exactly the same meaning as continent was used. While continent was used on the one hand for relatively small areas of continuous land, on the other hand geographers again raised Herodotus's query about why a single large landmass should be divided into separate continents. In the mid-17th century, Peter Heylin wrote in his Cosmographie that "A Continent is a great quantity of Land, not separated by any Sea from the rest of the World, as the whole Continent of Europe, Asia, Africa." In 1727, Ephraim Chambers wrote in his Cyclopædia, "The world is ordinarily divided into two grand continents: the Old and the New." And in his 1752 atlas, Emanuel Bowen defined a continent as "a large space of dry land comprehending many countries all joined together, without any separation by water. Thus Europe, Asia, and Africa is one great continent, as America is another." However, the old idea of Europe, Asia and Africa as "parts" of the world ultimately persisted with these being regarded as separate continents. Definitions and application By convention, continents "are understood to be large, continuous, discrete masses of land, ideally separated by expanses of water". By this definition, all continents have to be an island of some metric. In modern schemes with five or more recognized continents, at least one pair of continents is joined by land in some fashion. The criterion "large" leads to arbitrary classification: Greenland, with a surface area of 2,166,086 square kilometres (836,330 sq mi), is only considered the world's largest island, while Australia, at 7,617,930 square kilometres (2,941,300 sq mi), is deemed the smallest continent. Earth's major landmasses all have coasts on a single, continuous World Ocean, which is divided into several principal oceanic components by the continents and various geographic criteria. The geological definition of a continent has four criteria: high elevation relative to the ocean floor; a wide range of igneous, metamorphic and sedimentary rocks rich in silica; a crust thicker than the surrounding oceanic crust; and well-defined limits around a large enough area. The most restricted meaning of continent is that of a continuous[non-tertiary source needed] area of land or mainland, with the coastline and any land boundaries forming the edge of the continent. In this sense, the term continental Europe (sometimes referred to in Britain as "the Continent") is used to refer to mainland Europe, excluding islands such as Great Britain, Iceland, Ireland, and Malta, while the term continent of Australia may refer to the mainland of Australia, excluding New Guinea, Tasmania, and other nearby islands. Similarly, the continental United States refers to "the 49 States (including Alaska but excluding Hawaii) located on the continent of North America, and the District of Columbia." From the perspective of geology or physical geography, continent may be extended beyond the confines of continuous dry land to include the shallow, submerged adjacent area (the continental shelf) and the islands on the shelf (continental islands), as they are structurally part of the continent. From this perspective, the edge of the continental shelf is the true edge of the continent, as shorelines vary with changes in sea level. In this sense the islands of Great Britain and Ireland are part of Europe, while Australia and the island of New Guinea together form a continent. Taken to its limit, this view could support the view that there are only three continents: Antarctica, Australia-New Guinea, and a single mega-continent which joins Afro-Eurasia and America via the contiguous continental shelf in and around the Bering Sea. The vast size of the latter compared to the first two might even lead some to say it is the only continent, the others being more comparable to Greenland or New Zealand. As a cultural construct, the concept of a continent may go beyond the continental shelf to include oceanic islands and continental fragments. In this way, Iceland is considered a part of Europe, and Madagascar a part of Africa. Extrapolating the concept to its extreme, some geographers group the Australian continental landmass with other islands in the Pacific Ocean into Oceania, which is usually considered a region rather than a continent. This divides the entire land surface of Earth into continents, regions, or quasi-continents. The criterion that each continent is a discrete landmass is commonly relaxed due to historical conventions and practical use. Of the seven most globally recognized continents, only Antarctica and Australia are completely separated from other continents by the ocean. Several continents are defined not as absolutely distinct bodies but as "more or less discrete masses of land". Africa and Asia are joined by the Isthmus of Suez, and North America and South America by the Isthmus of Panama. In both cases, there is no complete separation of these landmasses by water (disregarding the Suez Canal and the Panama Canal, which are both narrow and shallow, as well as human-made). Both of these isthmuses are very narrow compared to the bulk of the landmasses they unite. North America and South America are treated as separate continents in the seven-continent model. However, they may also be viewed as a single continent known as America. This viewpoint was common in the United States until World War II, and remains prevalent in some Asian and most Latin American six-continent models. The criterion of a discrete landmass is completely disregarded if the continuous landmass of Eurasia is classified as two separate continents (Asia and Europe). Physiographically, Europe and the Indian subcontinent are large peninsulas of the Eurasian landmass. However, Europe is considered a continent with its comparatively large land area of 10,180,000 square kilometres (3,930,000 sq mi), while the Indian subcontinent, with less than half that area, is considered a subcontinent. The alternative view—in geology and geography—that Eurasia is a single continent results in a six-continent view of the world. Some view the separation of Eurasia into Asia and Europe as a residue of Eurocentrism: "In physical, cultural and historical diversity, China and India are comparable to the entire European landmass, not to a single European country. [...]." However, for historical and cultural reasons, the view of Europe as a separate continent continues in almost all categorizations. If continents are defined strictly as discrete landmasses, embracing all the contiguous land of a body, then Africa, Asia, and Europe form a single continent which may be referred to as Afro-Eurasia. Combined with the consolidation of the Americas, this would produce a four-continent model consisting of Afro-Eurasia, America, Antarctica, and Australia. When sea levels were lower during the Pleistocene ice ages, greater areas of the continental shelf were exposed as dry land, forming land bridges between Tasmania and the Australian mainland. At those times, Australia and New Guinea were a single, continuous continent known as Sahul. Likewise, Afro-Eurasia and the Americas were joined by the Bering Land Bridge. Other islands, such as Great Britain, were joined to the mainlands of their continents. At that time, there were just three discrete landmasses in the world: Africa-Eurasia-America, Antarctica, and Australia-New Guinea (Sahul). There are several ways of distinguishing the continents: In the English-speaking countries, geographers often use the term Oceania to denote a geographical region which includes most of the island countries and territories in the Pacific Ocean, as well as the continent of Australia. Outside of the English-speaking world, Oceania is generally considered a continent, while Mainland Australia is regarded as its continental landmass. Zealandia (a submerged continent) has been called the eighth continent. Area and population The following table provides areas given by the Encyclopædia Britannica for each continent in accordance with the seven-continent model, including Australasia along with Melanesia, Micronesia, and Polynesia as parts of Oceania. It also provides populations of continents according to 2021 estimates by the United Nations Statistics Division based on the United Nations geoscheme, which includes all of Egypt (including the Isthmus of Suez and the Sinai Peninsula) as a part of Africa, all of Armenia, Azerbaijan, Cyprus, Georgia, Indonesia (including Western New Guinea,) Kazakhstan, and Turkey (including East Thrace) as parts of Asia, all of Russia (including Siberia) as a part of Europe, all of Panama and the United States (including Hawaii) as parts of North America, and all of Chile (including Easter Island) as a part of South America. Other divisions Apart from the current continents, the scope and meaning of the term continent includes past geological ones. Supercontinents, largely in evidence earlier in the geological record, are landmasses that comprise most of the world's cratons or continental cores. These have included Vaalbara, Kenorland, Columbia, Rodinia, Pannotia, and Pangaea. Over time, these supercontinents broke apart into large landmasses which formed the present continents. Certain parts of continents are recognized as subcontinents, especially the large peninsulas separated from the main continental landmass by geographical features. The most widely recognized example is the Indian subcontinent. The Arabian Peninsula, Southern Africa, the Southern Cone of South America, and Alaska in North America might be considered further examples. In many of these cases, the "subcontinents" concerned are on different tectonic plates from the rest of the continent, providing a geological justification for the terminology. Greenland, generally considered the world's largest island on the northeastern periphery of the North American Plate, is sometimes referred to as a subcontinent. This is a significant departure from the more conventional view of a subcontinent as comprising a very large peninsula on the fringe of a continent. Where the Americas are viewed as a single continent (America), it is divided into two subcontinents (North America and South America) or three (Central America being the third). When Eurasia is regarded as a single continent, Asia and Europe are treated as subcontinents. Some areas of continental crust are largely covered by the ocean and may be considered submerged continents. Notable examples are Zealandia, emerging from the ocean primarily in New Zealand and New Caledonia,[non-tertiary source needed] and the almost completely submerged Kerguelen Plateau in the southern Indian Ocean. Some islands lie on sections of continental crust that have rifted and drifted apart from a main continental landmass. While not considered continents because of their relatively small size, they may be considered microcontinents. Madagascar, the largest example, is usually considered an island of Africa, but its divergent evolution has caused it to be referred to as "the eighth continent" from a biological perspective. Geologists use four key attributes to define a continent: With the addition of Zealandia in 2017, Earth currently has seven recognized geological continents: Due to a seeming lack of Precambrian cratonic rocks, Zealandia's status as a geological continent has been disputed by some geologists. However, a study conducted in 2021 found that part of the submerged continent is indeed Precambrian, twice as old as geologists had previously thought, which is further evidence that supports the idea of Zealandia being a geological continent. All seven geological continents are spatially isolated by geologic features. History of the concept The term "continent" translates the Greek word ἤπειρος, meaning "landmass, terra firma", the proper name of Epirus and later especially used for Asia (i.e. Asia Minor). The first distinction between continents was made by ancient Greek mariners who gave the names Europe and Asia to the lands on either side of the waterways of the Aegean Sea, the Dardanelles strait, the Sea of Marmara, the Bosporus strait and the Black Sea. The names were first applied just to lands near the coast and only later extended to include the hinterlands. But the division was only carried through to the end of navigable waterways and "... beyond that point the Hellenic geographers never succeeded in laying their finger on any inland feature in the physical landscape that could offer any convincing line for partitioning an indivisible Eurasia ..." Ancient Greek thinkers subsequently debated whether Africa (then called Libya) should be considered part of Asia or a third part of the world. Division into three parts eventually came to predominate. From the Greek viewpoint, the Aegean Sea was the center of the world; Asia lay to the east, Europe to the north and west, and Africa to the south. The boundaries between the continents were not fixed. Early on, the Europe–Asia boundary was taken to run from the Black Sea along the Rioni River (known then as the Phasis) in Georgia. Later it was viewed as running from the Black Sea through Kerch Strait, the Sea of Azov and along the Don River (known then as the Tanais) in Russia. The boundary between Asia and Africa was generally taken to be the Nile River. Herodotus in the 5th century BCE objected to the whole of Egypt being split between Asia and Africa ("Libya") and took the boundary to lie along the western border of Egypt, regarding Egypt as part of Asia. He also questioned the division into three of what is really a single landmass, a debate that continues nearly two and a half millennia later. Herodotus believed Europe to be larger (at least in width) than the other two continents: I wonder, then, at those who have mapped out and divided the world into Libya, Asia, and Europe; for the difference between them is great, seeing that in length Europe stretches along both the others together, and it appears to me to be wider beyond all comparison. Eratosthenes, in the 3rd century BCE, noted that some geographers divided the continents by rivers (the Nile and the Don), thus considering them "islands". Others divided the continents by isthmuses, calling the continents "peninsulas". These latter geographers set the border between Europe and Asia at the isthmus between the Black Sea and the Caspian Sea, and the border between Asia and Africa at the isthmus between the Red Sea and the mouth of Lake Bardawil on the Mediterranean Sea. The Roman author Pliny the Elder, writing in the 1st century CE, stated that "The whole globe is divided into three parts, Europe, Asia, and Africa", adding: I shall first then speak of Europe, the foster-mother of that people which has conquered all other nations, and itself by far the most beauteous portion of the earth. Indeed, many persons have, not without reason, considered it, not as a third part only of the earth, but as equal to all the rest, looking upon the whole of our globe as divided into two parts only, by a line drawn from the river Tanais to the Straits of Gades. Following the fall of the Western Roman Empire, the culture that developed in its place, linked to Latin and the Catholic church, began to associate itself with the concept of Europe. Through the Roman period and the Middle Ages, a few writers took the Isthmus of Suez as the boundary between Asia and Africa, but most writers continued to consider it the Nile or the western border of Egypt (Gibbon).[citation needed] In the Middle Ages, the world was usually portrayed on T and O maps, with the T representing the waters dividing the three continents. By the middle of the 18th century, "the fashion of dividing Asia and Africa at the Nile, or at the Great Catabathmus [the boundary between Egypt and Libya] farther west, had even then scarcely passed away". Christopher Columbus sailed across the Atlantic Ocean to the Caribbean in 1492, sparking a period of European exploration of the Americas. But despite four voyages to the Americas, Columbus never believed he had reached a new continent—he always thought it was part of Asia.[citation needed] In 1501, Amerigo Vespucci and Gonçalo Coelho attempted to sail around what they considered the southern end of the Asian mainland into the Indian Ocean, passing through Fernando de Noronha. After reaching the coast of Brazil, they sailed along the coast of South America much farther south than Asia was known to extend, confirming that this was a land of continental proportions. On return to Europe, an account of the voyage, called Mundus Novus ("New World"), was published under Vespucci's name in 1502 or 1503, although it seems that it had additions or alterations by another writer. Regardless of who penned the words, Mundus Novus credited Vespucci with saying, "I have discovered a continent in those southern regions that is inhabited by more numerous people and animals than our Europe, or Asia or Africa", the first known explicit identification of part of the Americas as a continent like the other three. Within a few years, the name "New World" began appearing as a name for South America on world maps, such as the Oliveriana (Pesaro) map of around 1504–1505. Maps of this time, though, still showed North America connected to Asia and showed South America as a separate land. In 1507 Martin Waldseemüller published a world map, Universalis Cosmographia, which was the first to show North and South America as separate from Asia and surrounded by water. A small inset map above the main map explicitly showed for the first time the Americas being east of Asia and separated from Asia by an ocean, as opposed to just placing the Americas on the left end of the map and Asia on the right end. In the accompanying book Cosmographiae Introductio, Waldseemüller noted that the earth is divided into four parts, Europe, Asia, Africa, and the fourth part, which he named "America" after Amerigo Vespucci's first name. On the map, the word "America" was placed on part of South America. The Sanskrit text Rig Veda often dated 1500 BCE[note 1] has the earliest mention of seven continents in the Earth, the text claims that the Earth has seven continents and Lord Vishnu Measured the entire universe from his first foot from the land of Earth which has 7 continents. ato devā avantu no yato viṣṇurvicakrame | pṛthivyāḥ saptadhāmabhiḥ || idaṃ viṣṇurvi cakrame tredhā ni dadhe padam | samūḷhamasya pāṃsure || trīṇi padā vi cakrame viṣṇurghopā adābhyaḥ | ato dharmāṇi dhārayan || The Gods be gracious unto us even from the place whence Vishnu strode Through the seven regions of the earth! Through all this world strode Vishnu; thrice his foot he planted, and the whole Was gathered in his footstep's dust. Vishnu, the Guardian, he whom none deceiveth, made three steps; thenceforth Establishing his high decrees. In regard to the above-quoted verses, it is commonly accepted that there are Seven Continents or 'regions of the earth'. A. Glucklich adds that 'In the Matsya Purana, for instance, there is a seven-part map of the world ... [it has] one centre, where an immense mountain – Mount Meru (or Maha Meru, Great Meru) – stands ... The continents encircle the mountain in seven concentric circles ... It seems clear that the Himalayas were the approximate location of Mt. Meru and the text is clear that the earth has seven continents. From the late 18th century, some geographers started to regard North America and South America as two parts of the world, making five parts in total. Overall though, the fourfold division prevailed well into the 19th century. Europeans discovered Australia in 1606, but for some time it was taken as part of Asia. By the late 18th century, some geographers considered it a continent in its own right, making it the sixth (or fifth for those still taking America as a single continent). In 1813, Samuel Butler wrote of Australia as "New Holland, an immense island, which some geographers dignify with the appellation of another continent" and the Oxford English Dictionary was just as equivocal some decades later. It was in the 1950s that the concept of Oceania as a "great division" of the world was replaced by the concept of Australia as a continent. Antarctica was sighted in 1820 during the First Russian Antarctic Expedition and described as a continent by Charles Wilkes on the United States Exploring Expedition in 1838, the last continent identified, although a great "Antarctic" (antipodean) landmass had been anticipated for millennia. An 1849 atlas labelled Antarctica as a continent but few atlases did so until after World War II. Over time, the western concept of dividing the world into continents spread globally, replacing conceptions in other areas of the world. The idea of continents continued to become imbued with cultural and political meaning. In the 19th century during the Meiji period, Japanese leaders began to self-identify with the concept of being Asian, and renew relations with other "Asian" countries while conceiving of the idea of Asian solidarity against western countries. This conception of an Asian identity, as well as the idea of Asian solidarity, was later taken up by others in the region, such as Republican China and Vietnam. From the mid-19th century, atlases published in the United States more commonly treated North and South America as separate continents, while atlases published in Europe usually considered them one continent. However, it was still not uncommon for American atlases to treat them as one continent up until World War II. From the 1950s, most U.S. geographers divided the Americas into two continents. With the addition of Antarctica, this made the seven-continent model. However, this division of the Americas did not appeal to Latin Americans, who saw their region spanning an América as a single landmass, and there the conception of six continents remains popular. Some geographers regard Europe and Asia together as a single continent, dubbed Eurasia. In this model, the world is divided into six continents, with North America and South America considered separate continents. Geology Geologists use the term continent in a different manner from geographers. In geology, a continent is defined by continental crust, which is a platform of metamorphic and igneous rocks, largely of granitic composition. Continental crust is less dense and much thicker than oceanic crust, which causes it to "float" higher than oceanic crust on the dense underlying mantle. This explains why the continents form high platforms surrounded by deep ocean basins. Some geologists restrict the term continent to portions of the crust built around stable regions called cratons. Cratons have largely been unaffected by mountain-building events (orogenies) since the Precambrian. A craton typically consists of a continental shield surrounded by a continental platform. The shield is a region where ancient crystalline basement rock (typically 1.5 to 3.8 billion years old) is widely exposed at the surface. The platform surrounding the shield is also composed of ancient basement rock, but with a cover of younger sedimentary rock. The continents are accretionary crustal "rafts" that, unlike the denser basaltic crust of the ocean basins, are not subjected to destruction through the plate tectonic process of subduction. This accounts for the great age of the rocks comprising the continental cratons. The margins of geologic continents are either active or passive. An active margin is characterised by mountain building, either through a continent-on continent collision or a subduction zone. Continents grow by accreting lighter volcanic island chains and microcontinents along these active margins, forming orogens. At a passive margin, the continental crust is stretched thin by extension to form a continental shelf, which tapers off with a gradual slope covered in sediment, connecting it directly to the oceanic crust beyond. Most passive margins eventually transition into active margins: where the oceanic plate becomes too heavy due to cooling, it disconnects from the continental crust, and starts subducting below it, forming a new subduction zone. There are many microcontinents, or continental fragments, that are built of continental crust but do not contain a craton. Some of these are fragments of Gondwana or other ancient cratonic continents: Zealandia, which includes New Zealand and New Caledonia; Madagascar; the northern Mascarene Plateau, which includes the Seychelles. Other islands, such as several in the Caribbean Sea, are composed largely of granitic rock as well, but all continents contain both granitic and basaltic crust, and there is no clear boundary as to which islands would be considered microcontinents under such a definition. The Kerguelen Plateau, for example, is largely volcanic, but is associated with the breakup of Gondwanaland and is considered a microcontinent, whereas volcanic Iceland and Hawaii are not. The British Isles, Sri Lanka, Borneo, and Newfoundland were on the margins of the Laurasian continent—only separated from the main continental landmass by inland seas flooding its margins. The movement of plates has caused the continual formation and breakup of continents, and occasionally supercontinents, in a process called the Wilson Cycle. The supercontinent Columbia or Nuna formed during a period of 2.0–1.8 billion years ago and broke up about 1.5–1.3 billion years ago. The supercontinent Rodinia is thought to have formed about 1 billion years ago and to have embodied most or all of Earth's continents, and broken up into eight continents around 600 million years ago. The eight continents later reassembled into another supercontinent called Pangaea; Pangaea broke up into Laurasia (which became North America and Eurasia) and Gondwana (which became the remaining continents). Criticism Some academics, such as the historical geographer Martin W. Lewis, argue that the systems we understand today are more rooted in social, political, and cultural history than in geological fact, a view particularly outlined in his book The Myth of Continents: A Critique of Metageography. See also Notes References External links Africa Antarctica Asia Australia Europe North America South America Afro-Eurasia Americas Eurasia Oceania |
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[SOURCE: https://en.wikipedia.org/wiki/Atlantis] | [TOKENS: 10776] |
Contents Atlantis Atlantis (Ancient Greek: Ἀτλαντὶς νῆσος, romanized: Atlantìs nêsos, lit. 'island of Atlas') is a fictional island mentioned in Plato's works Timaeus and Critias as part of an allegory on the hubris of nations. Purposely creating a literary contrast with the Achaemenid Empire, the great land-based power that ruled the east (what the Greeks called Asia),[a] Plato describes Atlantis as a naval empire from the west that had conquered most of Europe and Libya, but then loses divine favor after an ill-fated campaign against a fictionalized Athens and subsequently submerges into the Atlantic Ocean. By portraying the victorious Athens in the image of his ideal state from the Republic, Plato intended the Atlantis story to bear witness to the superiority of his concept of a state. Despite its minor importance in Plato's work, the Atlantis story has had a considerable impact on literature. The allegorical aspect of Atlantis was taken up in utopian works of several Renaissance writers, such as Francis Bacon's New Atlantis and Thomas More's Utopia. On the other hand, nineteenth-century amateur scholars misinterpreted Plato's narrative as historical tradition, most famously Ignatius L. Donnelly in his Atlantis: The Antediluvian World. Plato's vague indications of the time of the events (more than 9,000 years before his time[b]) and the alleged location of Atlantis ("beyond the Pillars of Hercules") gave rise to much pseudoscientific speculation. As a consequence, Atlantis has become a byword for any and all supposed advanced prehistoric lost civilizations and continues to inspire contemporary fiction, from comic books to films. While present-day philologists and classicists agree on the story's fictional nature,[c] there is still debate on what served as its inspiration. Plato is known to have freely borrowed some of his allegories and metaphors from older traditions, as he did with the story of Gyges. This led a number of scholars to suggest possible inspiration of Atlantis from Egyptian records of the Thera eruption, the Sea Peoples invasion, or the Trojan War. Others have rejected this chain of tradition as implausible and insist that Plato created an entirely fictional account, drawing loose inspiration from contemporary events such as the failed Athenian invasion of Sicily in 415–413 BC or the destruction of Helike in 373 BC.[d] Plato's dialogues The only primary sources for Atlantis are Plato's dialogues Timaeus and Critias; all other mentions of the island are based on them. The dialogues claim to quote Solon, who visited Egypt between 590 and 580 BC; they state that he translated Egyptian records of Atlantis. Plato introduced Atlantis in Timaeus, written in 360 BC: For it is related in our records how once upon a time your State stayed the course of a mighty host, which, starting from a distant point in the Atlantic ocean, was insolently advancing to attack the whole of Europe, and Asia to boot. For the ocean there was at that time navigable; for in front of the mouth which you Greeks call, as you say, 'the pillars of Heracles,' there lay an island which was larger than Libya and Asia together; and it was possible for the travelers of that time to cross from it to the other islands, and from the islands to the whole of the continent over against them which encompasses that veritable ocean. For all that we have here, lying within the mouth of which we speak, is evidently a haven having a narrow entrance; but that yonder is a real ocean, and the land surrounding it may most rightly be called, in the fullest and truest sense, a continent. Now in this island of Atlantis there existed a confederation of kings, of great and marvelous power, which held sway over all the island, and over many other islands also and parts of the continent. The four people appearing in those two dialogues are the politicians Critias and Hermocrates as well as the philosophers Socrates and Timaeus of Locri, although only Critias speaks of Atlantis. In his works Plato makes extensive use of the Socratic method in order to discuss contrary positions within the context of a supposition. The Timaeus begins with an introduction, followed by an account of the creations and structure of the universe and ancient civilizations. In the introduction, Socrates muses about the perfect society, described in Plato's Republic (c. 380 BC), and wonders if he and his guests might recollect a story which exemplifies such a society. Critias mentions a tale he considered to be historical, that would make the perfect example, and he then follows by describing Atlantis as is recorded in the Critias. In his account, ancient Athens seems to represent the "perfect society" and Atlantis its opponent, representing the very antithesis of the "perfect" traits described in the Republic. According to Critias, the Hellenic deities of old divided the land so that each deity might have their own lot; Poseidon was, appropriately, and to his liking, bequeathed the island of Atlantis. The island was larger than Ancient Libya and Asia Minor combined,[e] but it was later sunk by an earthquake and became an impassable mud shoal, inhibiting travel to any part of the ocean. Plato asserted that the Egyptians described Atlantis as an island consisting mostly of mountains in the northern portions and along the shore and encompassing a great plain in an oblong shape in the south "extending in one direction three thousand stadia [about 555 km; 345 mi], but across the center inland it was two thousand stadia [about 370 km; 230 mi]." Fifty stadia [9 km; 6 mi] from the coast was a mountain that was low on all sides ... broke it off all round about ... the central island itself was five stades in diameter [about 0.92 km; 0.57 mi]. In Plato's metaphorical tale, Poseidon fell in love with Cleito, the daughter of Evenor and Leucippe, who bore him five pairs of male twins. The eldest of these, Atlas, was made rightful king of the entire island and the ocean (called the Atlantic Ocean in his honor), and was given the mountain of his birth and the surrounding area as his fiefdom. Atlas's twin Gadeirus, or Eumelus in Greek, was given the extremity of the island toward the pillars of Hercules.[f] The other four pairs of twins—Ampheres and Evaemon, Mneseus and Autochthon, Elasippus and Mestor, and Azaes and Diaprepes—were also given "rule over many men, and a large territory." Poseidon carved the mountain where his love dwelt into a palace and enclosed it with three circular moats of increasing width, varying from one to three stadia and separated by rings of land proportional in size. The Atlanteans then built bridges northward from the mountain, making a route to the rest of the island. They dug a great canal to the sea, and alongside the bridges carved tunnels into the rings of rock so that ships could pass into the city around the mountain; they carved docks from the rock walls of the moats. Every passage to the city was guarded by gates and towers, and a wall surrounded each ring of the city. The walls were constructed of red, white, and black rock, quarried from the moats, and were covered with brass, tin, and the precious metal orichalcum, respectively. According to Critias, 9,000 years before his lifetime a war took place between those outside the Pillars of Hercules at the Strait of Gibraltar and those who dwelt within them. The Atlanteans had conquered the parts of Libya within the Pillars of Hercules, as far as Egypt, and the European continent as far as Tyrrhenia, and had subjected its people to slavery. The Athenians led an alliance of resistors against the Atlantean empire, and as the alliance disintegrated, prevailed alone against the empire, liberating the occupied lands. But afterwards there occurred violent earthquakes and floods; and in a single day and night of misfortune all your warlike men in a body sank into the earth, and the island of Atlantis in like manner disappeared in the depths of the sea. For which reason the sea in those parts is impassable and impenetrable, because there is a shoal of mud in the way; and this was caused by the subsidence of the island. The logographer Hellanicus of Lesbos wrote an earlier work entitled Atlantis, of which only a few fragments survive. Hellanicus' work appears to have been a genealogical one concerning the daughters of Atlas (Ἀτλαντὶς in Greek means "of Atlas"), but some authors have suggested a possible connection with Plato's island. John V. Luce notes that when Plato writes about the genealogy of Atlantis's kings, he writes in the same style as Hellanicus, suggesting a similarity between a fragment of Hellanicus's work and an account in the Critias. Rodney Castleden suggests that Plato may have borrowed his title from Hellanicus, who may have based his work on an earlier work about Atlantis. Castleden has pointed out that Plato wrote of Atlantis in 359 BC, when he returned to Athens from Sicily. He notes a number of parallels between the physical organisation and fortifications of Syracuse and Plato's description of Atlantis. Gunnar Rudberg was the first who elaborated upon the idea that Plato's attempt to realize his political ideas in the city of Syracuse could have heavily inspired the Atlantis account. Interpretations Some ancient writers viewed Atlantis as fictional or metaphorical myth; others believed it to be real. Aristotle believed that Plato, his teacher, had invented the island to teach philosophy. The philosopher Crantor, a student of Plato's student Xenocrates, is cited often as an example of a writer who thought the story to be historical fact. His work, a commentary on Timaeus, is lost, but Proclus, a Neoplatonist of the fifth century AD, reports on it. The passage in question has been represented in the modern literature either as claiming that Crantor visited Egypt, had conversations with priests, and saw hieroglyphs confirming the story, or, as claiming that he learned about them from other visitors to Egypt. Proclus wrote: As for the whole of this account of the Atlanteans, some say that it is unadorned history, such as Crantor, the first commentator on Plato. Crantor also says that Plato's contemporaries used to criticize him jokingly for not being the inventor of his Republic but copying the institutions of the Egyptians. Plato took these critics seriously enough to assign to the Egyptians this story about the Athenians and Atlanteans, so as to make them say that the Athenians really once lived according to that system. The next sentence is often translated "Crantor adds, that this is testified by the prophets of the Egyptians, who assert that these particulars [which are narrated by Plato] are written on pillars which are still preserved." But in the original, the sentence starts not with the name Crantor but with the ambiguous He; whether this referred to Crantor or to Plato is the subject of considerable debate. Proponents of both Atlantis as a metaphorical myth and Atlantis as history have argued that the pronoun refers to Crantor. Alan Cameron argues that the pronoun should be interpreted as referring to Plato, and that, when Proclus writes that "we must bear in mind concerning this whole feat of the Athenians, that it is neither a mere myth nor unadorned history, although some take it as history and others as myth", he is treating "Crantor's view as mere personal opinion, nothing more; in fact he first quotes and then dismisses it as representing one of the two unacceptable extremes". Cameron also points out that whether he refers to Plato or to Crantor, the statement does not support conclusions such as Otto Muck's "Crantor came to Sais and saw there in the temple of Neith the column, completely covered with hieroglyphs, on which the history of Atlantis was recorded. Scholars translated it for him, and he testified that their account fully agreed with Plato's account of Atlantis" or J. V. Luce's suggestion that Crantor sent "a special enquiry to Egypt" and that he may simply be referring to Plato's own claims. Another passage from the commentary by Proclus on the Timaeus gives a description of the geography of Atlantis: That an island of such nature and size once existed is evident from what is said by certain authors who investigated the things around the outer sea. For according to them, there were seven islands in that sea in their time, sacred to Persephone, and also three others of enormous size, one of which was sacred to Hades, another to Ammon, and another one between them to Poseidon, the extent of which was a thousand stadia [200 km; 124 mi]; and the inhabitants of it—they add—preserved the remembrance from their ancestors of the immeasurably large island of Atlantis which had really existed there and which for many ages had reigned over all islands in the Atlantic sea and which itself had like-wise been sacred to Poseidon. Now these things Marcellus has written in his Aethiopica. Marcellus remains unidentified. Other ancient historians and philosophers who believed in the existence of Atlantis were Strabo and Posidonius. Some have theorized that, before the sixth century BC, the "Pillars of Hercules" may have applied to mountains on either side of the Gulf of Laconia, and also may have been part of the pillar cult of the Aegean. The mountains stood at either side of the southernmost gulf in Greece, the largest in the Peloponnese, and it opens onto the Mediterranean Sea. This would have placed Atlantis in the Mediterranean, lending credence to many details in Plato's discussion. The fourth-century historian Ammianus Marcellinus, relying on a lost work by Timagenes, a historian writing in the first century BC, writes that the Druids of Gaul said that part of the inhabitants of Gaul had migrated there from distant islands. Some have understood Ammianus's testimony as a claim that at the time of Atlantis's sinking into the sea, its inhabitants fled to western Europe; but Ammianus, in fact, says that "the Drasidae (Druids) recall that a part of the population is indigenous but others also migrated in from islands and lands beyond the Rhine" (Res Gestae 15.9), an indication that the immigrants came to Gaul from the north (Britain, the Netherlands, or Germany), not from a theorized location in the Atlantic Ocean to the south-west. Instead, the Celts who dwelled along the ocean were reported to venerate twin gods, (Dioscori), who appeared to them coming from that ocean. During the early first century, the Hellenistic Jewish philosopher Philo wrote about the destruction of Atlantis in his On the Eternity of the World, xxvi. 141, in a longer passage allegedly citing Aristotle's successor Theophrastus: ... And the island of Atalantes [translator's spelling; original: "Ἀτλαντίς"] which was greater than Africa and Asia, as Plato says in the Timaeus, in one day and night was overwhelmed beneath the sea in consequence of an extraordinary earthquake and inundation and suddenly disappeared, becoming sea, not indeed navigable, but full of gulfs and eddies. The theologian Joseph Barber Lightfoot (Apostolic Fathers, 1885, II, p. 84) noted on this passage: "Clement may possibly be referring to some known, but hardly accessible land, lying without the pillars of Hercules. But more probably he contemplated some unknown land in the far west beyond the ocean, like the fabled Atlantis of Plato ..." Other early Christian writers wrote about Atlantis, although they had mixed views on whether it once existed or was an untrustworthy myth of pagan origin. Tertullian believed Atlantis was once real and wrote that in the Atlantic Ocean once existed "[the isle] that was equal in size to Libya or Asia" referring to Plato's geographical description of Atlantis. The early Christian apologist writer Arnobius also believed Atlantis once existed, but blamed its destruction on pagans. Cosmas Indicopleustes in the sixth century wrote of Atlantis in his Christian Topography in an attempt to prove his theory that the world was flat and surrounded by water:[page needed] ... In like manner the philosopher Timaeus also describes this Earth as surrounded by the Ocean, and the Ocean as surrounded by the more remote earth. For he supposes that there is to westward an island, Atlantis, lying out in the Ocean, in the direction of Gadeira (Cadiz), of an enormous magnitude, and relates that the ten kings having procured mercenaries from the nations in this island came from the earth far away, and conquered Europe and Asia, but were afterwards conquered by the Athenians, while that island itself was submerged by God under the sea. Both Plato and Aristotle praise this philosopher, and Proclus has written a commentary on him. He himself expresses views similar to our own with some modifications, transferring the scene of the events from the east to the west. Moreover he mentions those ten generations as well as that earth which lies beyond the Ocean. And in a word it is evident that all of them borrow from Moses, and publish his statements as their own. Aside from Plato's original account, modern interpretations regarding Atlantis are an amalgamation of diverse, speculative movements that began in the sixteenth century, when scholars began to identify Atlantis with the New World. Francisco Lopez de Gomara was the first to state that Plato was referring to America, as did Francis Bacon and Alexander von Humboldt; Janus Joannes Bircherod said in 1663 orbe novo non-novo ("the New World is not new"). Athanasius Kircher accepted Plato's account as literally true, describing Atlantis as a small continent in the Atlantic Ocean. Contemporary perceptions of Atlantis share roots with Mayanism, which can be traced to the beginning of the Modern Age, when European imaginations were fueled by their initial encounters with the indigenous peoples of the Americas. From this era sprang apocalyptic and utopian visions that would inspire many subsequent generations of theorists. Most of these interpretations are considered pseudohistory, pseudoscience, or pseudoarchaeology, as they have presented their works as academic or scientific, but lack the standards or criteria. The Flemish cartographer and geographer Abraham Ortelius is believed to have been the first person to imagine that the continents were joined before drifting to their present positions. In the 1596 edition of his Thesaurus Geographicus he wrote: "Unless it be a fable, the island of Gadir or Gades [Cádiz] will be the remaining part of the island of Atlantis or America, which was not sunk (as Plato reports in the Timaeus) so much as torn away from Europe and Africa by earthquakes and flood... The traces of the ruptures are shown by the projections of Europe and Africa and the indentations of America in the parts of the coasts of these three said lands that face each other to anyone who, using a map of the world, carefully considered them. So that anyone may say with Strabo in Book 2, that what Plato says of the island of Atlantis on the authority of Solon is not a figment." The term "utopia" (from "no place") was coined by Sir Thomas More in his sixteenth-century work of fiction Utopia. Inspired by Plato's Atlantis and travelers' accounts of the Americas, More described an imaginary land set in the New World. His idealistic vision established a connection between the Americas and utopian societies, a theme that Bacon discussed in The New Atlantis (c. 1623). A character in the narrative gives a history of Atlantis that is similar to Plato's and places Atlantis in America. People had begun believing that the Mayan and Aztec ruins could possibly be the remnants of Atlantis. Much speculation began as to the origins of the Maya, which led to a variety of narratives and publications that tried to rationalize the discoveries within the context of the Bible and that had undertones of racism in their connections between the Old and New World. The Europeans believed the indigenous people to be inferior and incapable of building that which was now in ruins and by sharing a common history, they insinuated that another race must have been responsible. In the middle and late nineteenth century, several renowned Mesoamerican scholars, starting with Charles Étienne Brasseur de Bourbourg, and including Edward Herbert Thompson and Augustus Le Plongeon, formally proposed that Atlantis was somehow related to Mayan and Aztec culture. The French scholar Brasseur de Bourbourg traveled extensively through Mesoamerica in the mid-1800s, and was renowned for his translations of Mayan texts, most notably the sacred book Popol Vuh, as well as a comprehensive history of the region. Soon after these publications, however, Brasseur de Bourbourg lost his academic credibility, due to his claim that the Maya peoples had descended from the Toltecs, people he believed were the surviving population of the racially superior civilization of Atlantis. His work combined with the skillful, romantic illustrations of Jean Frederic Waldeck, which visually alluded to Egypt and other aspects of the Old World, created an authoritative fantasy that excited much interest in the connections between worlds. Inspired by Brasseur de Bourbourg's diffusion theories, the pseudoarchaeologist Augustus Le Plongeon traveled to Mesoamerica and performed some of the first excavations of many famous Mayan ruins. Le Plongeon invented narratives, such as the kingdom of Mu saga, which romantically drew connections to him, his wife Alice, and Egyptian deities Osiris and Isis, as well as to Heinrich Schliemann, who had just discovered the ancient city of Troy from Homer's epic poetry (that had been described as merely mythical).[page range too broad] He also believed that he had found connections between the Greek and Mayan languages, which produced a narrative of the destruction of Atlantis. The 1882 publication of Atlantis: the Antediluvian World by Ignatius L. Donnelly stimulated much popular interest in Atlantis. He was greatly inspired by early works in Mayanism, and like them, attempted to establish that all known ancient civilizations were descended from Atlantis, which he saw as a technologically sophisticated, more advanced culture. Donnelly drew parallels between creation stories in the Old and New Worlds, attributing the connections to Atlantis, where he believed the Biblical Garden of Eden existed. As implied by the title of his book, he also believed that Atlantis was destroyed by the Great Flood mentioned in the Bible. Donnelly is credited as the "father of the nineteenth century Atlantis revival" and is the reason the myth endures today. He unintentionally promoted an alternative method of inquiry to history and science, and the idea that myths contain hidden information that opens them to "ingenious" interpretation by people who believe they have new or special insight. Helena Petrovna Blavatsky, the founder of the Theosophists, took up Donnelly's interpretations when she wrote The Secret Doctrine (1888), which she claimed was originally dictated in Atlantis. She maintained that the Atlanteans were cultural heroes (contrary to Plato, who describes them mainly as a military threat). She believed in a form of racial evolution (as opposed to primate evolution). In her process of evolution the Atlanteans were the fourth "root race", which were succeeded by the fifth, the "Aryan race", which she identified with the modern human race. In her book, Blavatsky reported that the civilization of Atlantis reached its peak between 1,000,000 and 900,000 years ago, but destroyed itself through internal warfare brought about by the dangerous use of psychic and supernatural powers of the inhabitants. Rudolf Steiner, the founder of anthroposophy and Waldorf Schools, along with other well known Theosophists, such as Annie Besant, also wrote of cultural evolution in much the same vein. Other occultists followed the same lead, at least to the point of tracing the lineage of occult practices back to Atlantis. Among the most famous is Dion Fortune in her Esoteric Orders and Their Work. Drawing on the ideas of Rudolf Steiner and Hanns Hörbiger, Egon Friedell started his book Kulturgeschichte des Altertums [de], and thus his historical analysis of antiquity, with the ancient culture of Atlantis. The book was published in 1940. Blavatsky was also inspired by the work of the 18th-century astronomer Jean-Sylvain Bailly, who had "Orientalized" the Atlantis myth in his mythical continent of Hyperborea, a reference to Greek myths featuring a Northern European region of the same name, home to a giant, godlike race. Dan Edelstein claims that her reshaping of this theory in The Secret Doctrine provided the Nazis with a mythological precedent and a pretext for their ideological platform and their subsequent genocide. However, Blavatsky's writings mention that the Atlantean were in fact olive-skinned peoples with Mongoloid traits who were the ancestors of modern Native Americans, Mongolians, and Malayans. The idea that the Atlanteans were Hyperborean, Nordic supermen who originated in the Northern Atlantic or even in the far North, was popular in the German ariosophic movement around 1900, propagated by Guido von List and others. It gave its name to the Thule Gesellschaft, an antisemite Münich lodge, which preceded the German Nazi Party (see Thule). The scholars Karl Georg Zschaetzsch [de] (1920) and Herman Wirth (1928) were the first to speak of a "Nordic-Atlantean" or "Aryan-Nordic" master race that spread from Atlantis over the Northern Hemisphere and beyond. The Hyperboreans were contrasted with the Jewish people. Party ideologist Alfred Rosenberg (in The Myth of the Twentieth Century, 1930) and SS-leader Heinrich Himmler made it part of the official doctrine. The idea was followed up by the adherents of Esoteric Nazism such as Julius Evola (1934) and, more recently, Miguel Serrano (1978). The idea of Atlantis as the homeland of the Caucasian race would contradict the beliefs of older Esoteric and Theosophic groups, which taught that the Atlanteans were non-Caucasian brown-skinned peoples. Modern Esoteric groups, including the Theosophic Society, do not consider Atlantean society to have been superior or Utopian—they rather consider it a lower stage of evolution. The clairvoyant Edgar Cayce spoke frequently of Atlantis. During his "life readings", he claimed that many of his subjects were reincarnations of people who had lived there. By tapping into their collective consciousness, the "Akashic Records" (a term borrowed from Theosophy), Cayce declared that he was able to give detailed descriptions of the lost continent. He also asserted that Atlantis would "rise" again in the 1960s (sparking much popularity of the myth in that decade) and that there is a "Hall of Records" beneath the Egyptian Sphinx which holds the historical texts of Atlantis. As continental drift became widely accepted during the 1960s, and the increased understanding of plate tectonics demonstrated the impossibility of a lost continent in the geologically recent past, most "Lost Continent" theories of Atlantis began to wane in popularity. Plato scholar Julia Annas, Regents Professor of Philosophy at the University of Arizona, had this to say on the matter: The continuing industry of discovering Atlantis illustrates the dangers of reading Plato. For he is clearly using what has become a standard device of fiction—stressing the historicity of an event (and the discovery of hitherto unknown authorities) as an indication that what follows is fiction. The idea is that we should use the story to examine our ideas of government and power. We have missed the point if instead of thinking about these issues we go off exploring the sea bed. The continuing misunderstanding of Plato as historian here enables us to see why his distrust of imaginative writing is sometimes justified. One of the proposed explanations for the historical context of the Atlantis story is that it serves as Plato's warning to his fellow citizens against their striving for naval power. Kenneth Feder points out that Critias's story in the Timaeus provides a major clue. In the dialogue, Critias says, referring to Socrates' hypothetical society: And when you were speaking yesterday about your city and citizens, the tale which I have just been repeating to you came into my mind, and I remarked with astonishment how, by some mysterious coincidence, you agreed in almost every particular with the narrative of Solon. ... Feder quotes A. E. Taylor, who wrote, "We could not be told much more plainly that the whole narrative of Solon's conversation with the priests and his intention of writing the poem about Atlantis are an invention of Plato's fancy." Location hypotheses Since Donnelly's day, there have been dozens of locations proposed for Atlantis, to the point where the name has become a generic concept, divorced from the specifics of Plato's account. This is reflected in the fact that many proposed sites are not within the Atlantic at all. Few today are scholarly or archaeological hypotheses, while others have been made by psychic (e.g., Edgar Cayce) or other pseudoscientific means. (The Atlantis researchers Jacques Collina-Girard and Georgeos Díaz-Montexano, for instance, each claim the other's hypothesis is pseudoscience.) Many of the proposed sites share some of the characteristics of the Atlantis story (water, catastrophic end, relevant time period), but none has been demonstrated to be a true historical Atlantis. Most of the historically proposed locations are in or near the Mediterranean Sea: islands such as Sardinia, Crete, Santorini (Thera), Sicily, Cyprus, and Malta; land-based cities or states such as Troy,[page needed] Tartessos, and Tantalis (in the province of Manisa, Turkey); Israel-Sinai or Canaan;[citation needed] and northwestern Africa, including the Richat Structure in Mauritania. The Thera eruption, dated to the seventeenth or sixteenth century BC, caused a large tsunami that some experts hypothesize devastated the Minoan civilization on the nearby island of Crete, further leading some to believe that this may have been the catastrophe that inspired the story. In the area of the Black Sea the following locations have been proposed: Bosporus and Ancomah (a legendary place near Trabzon). Others have noted that, before the sixth century BC, the mountains on either side of the Laconian Gulf were called the "Pillars of Hercules", and they could be the geographical location being described in ancient reports upon which Plato was basing his story. The mountains stood at either side of the southernmost gulf in Greece, the largest in the Peloponnese, and that gulf opens onto the Mediterranean Sea. If from the beginning of discussions, misinterpretation of Gibraltar as the location rather than being at the Gulf of Laconia, would lend itself to many erroneous concepts regarding the location of Atlantis. Plato may have not been aware of the difference. The Laconian pillars open to the south toward Crete and beyond which is Egypt. The Thera eruption and the Late Bronze Age collapse affected that area and might have been the devastation to which the sources used by Plato referred. Significant events such as these would have been likely material for tales passed from one generation to another for almost a thousand years. The location of Atlantis in the Atlantic Ocean has a certain appeal given the closely related names. Popular culture often places Atlantis there, perpetuating the original Platonic setting as they understand it. The Canary Islands and Madeira Islands have been identified as a possible location, west of the Straits of Gibraltar, but in relative proximity to the Mediterranean Sea. Detailed studies of their geomorphology and geology have demonstrated, however, that they have been steadily uplifted, without any significant periods of subsidence, over the last four million years, by geologic processes such as erosional unloading, gravitational unloading, lithospheric flexure induced by adjacent islands, and volcanic underplating. Various islands or island groups in the Atlantic were also identified as possible locations, notably the Azores. Similarly, cores of sediment covering the ocean bottom surrounding the Azores and other evidence demonstrate that it has been an undersea plateau for millions of years. The area is known for its volcanism however, which is associated with rifting along the Azores triple junction. The spread of the crust along the existing faults and fractures has produced many volcanic and seismic events. The area is supported by a buoyant upwelling in the deeper mantle, which some associate with an Azores hotspot. Most of the volcanic activity has occurred primarily along the Terceira Rift. From the beginning of the islands' settlement, around the 15th century, there have been about 30 volcanic eruptions (terrestrial and submarine) as well as numerous, powerful earthquakes. The island of São Miguel in the Azores is the site of the Sete Cidades volcano and caldera, which are the byproducts of historical volcanic activity in the Azores. The submerged island of Spartel near the Strait of Gibraltar has also been suggested. Several hypotheses place the sunken island in northern Europe, including Doggerland in the North Sea, and Sweden (by Olof Rudbeck in Atland, 1672–1702). Doggerland, as well as Viking Bergen Island, is thought to have been flooded by a megatsunami following the Storegga Slide of c. 6100 BC. Some have proposed the Celtic Shelf as a possible location, and that there is a link to Ireland. In 2004, Swedish physiographist Ulf Erlingsson proposed that the legend of Atlantis was based on Stone Age Ireland. He later stated that he does not believe that Atlantis ever existed but maintained that his hypothesis that its description matches Ireland's geography has a 99.8% probability. The director of the National Museum of Ireland commented that there was no archaeology supporting this. In 2011, a team, working on a documentary for the National Geographic Channel, led by Professor Richard Freund from the University of Hartford, claimed to have found possible evidence of Atlantis in southwestern Andalusia. The team identified its possible location within the marshlands of the Doñana National Park, in the area that once was the Lacus Ligustinus, between the Huelva, Cádiz, and Seville provinces, and they speculated that Atlantis had been destroyed by a tsunami, extrapolating results from a previous study by Spanish researchers, published four years earlier. Spanish scientists have dismissed Freund's speculations, claiming that he sensationalised their work. The anthropologist Juan Villarías-Robles, who works with the Spanish National Research Council, said, "Richard Freund was a newcomer to our project and appeared to be involved in his own very controversial issue concerning King Solomon's search for ivory and gold in Tartessos, the well documented settlement in the Doñana area established in the first millennium BC", and described Freund's claims as "fanciful". A similar theory had previously been put forward by a German researcher, Rainer W. Kühne, that is based only on satellite imagery and places Atlantis in the Marismas de Hinojos, north of the city of Cádiz. Before that, the historian Adolf Schulten had stated in the 1920s that Plato had used Tartessos as the basis for his Atlantis myth. Several writers, such as Flavio Barbiero as early as 1974, have speculated that Antarctica is the site of Atlantis.[page needed] A number of claims involve the Caribbean, such as an alleged underwater formation off the Guanahacabibes Peninsula in Cuba. The adjacent Bahamas or the folkloric Bermuda Triangle have been proposed as well. Areas in the Pacific and Indian Oceans have also been proposed, including Indonesia (i.e. Sundaland).[page needed] The stories of a lost continent off the coast of India, named "Kumari Kandam", have inspired some to draw parallels to Atlantis.[page needed] Literary interpretations In order to give his account of Atlantis verisimilitude, Plato mentions that the story was heard by Solon in Egypt, and transmitted orally over several generations through the family of Dropides, until it reached Critias, a dialogue speaker in Timaeus and Critias. Solon had supposedly tried to adapt the Atlantis oral tradition into a poem (that if published, was to be greater than the works of Hesiod and Homer). While it was never completed, Solon passed on the story to Dropides. Modern classicists deny the existence of Solon's Atlantis poem and the story as an oral tradition. Instead, Plato is thought to be the sole inventor or fabricator. Hellanicus of Lesbos used the word "Atlantis" as the title for a poem published before Plato, a fragment of which may be Oxyrhynchus Papyrus 11, 1359. This work only describes the Atlantides, the daughters of Atlas, and has no relation to Plato's Atlantis account. In the new era, the third century AD Neoplatonist Zoticus wrote an epic poem based on Plato's account of Atlantis. Plato's work may already have inspired parodic imitation, however. Writing only a few decades after the Timaeus and Critias, the historian Theopompus of Chios wrote of a land beyond the ocean known as Meropis. This description was included in Book 8 of his Philippica, which contains a dialogue between Silenus and King Midas. Silenus describes the Meropids, a race of men who grow to twice normal size, and inhabit two cities on the island of Meropis: Eusebes (Εὐσεβής, "Pious-town") and Machimos (Μάχιμος, "Fighting-town"). He also reports that an army of ten million soldiers crossed the ocean to conquer Hyperborea, but abandoned this proposal when they realized that the Hyperboreans were the luckiest people on earth. Heinz-Günther Nesselrath has argued that these and other details of Silenus' story are meant as imitation and exaggeration of the Atlantis story, by parody, for the purpose of exposing Plato's ideas to ridicule. The creation of Utopian and dystopian fictions was renewed after the Renaissance, most notably in Francis Bacon's New Atlantis (1627), the description of an ideal society that he located off the western coast of America. Thomas Heyrick (1649–1694) followed him with "The New Atlantis" (1687), a satirical poem in three parts. His new continent of uncertain location, perhaps even a floating island either in the sea or the sky, serves as background for his exposure of what he described in a second edition as "A True Character of Popery and Jesuitism". The title of The New Atalantis by Delarivier Manley (1709), distinguished from the two others by the single letter, is an equally dystopian work but set this time on a fictional Mediterranean island. In it sexual violence and exploitation is made a metaphor for the hypocritical behaviour of politicians in their dealings with the general public. In Manley's case, the target of satire was the Whig Party, while in David Maclean Parry's The Scarlet Empire (1906) it is Socialism as practised in foundered Atlantis. It was followed in Russia by Velimir Khlebnikov's poem The Fall of Atlantis (Gibel' Atlantidy, 1912), which is set in a future rationalist dystopia that has discovered the secret of immortality and is so dedicated to progress that it has lost touch with the past. When the high priest of this ideology is tempted by a slave girl into an act of irrationality, he murders her and precipitates a second flood, above which her severed head floats vengefully among the stars. A slightly later work, The Ancient of Atlantis (Boston, 1915) by Albert Armstrong Manship, expounds the Atlantean wisdom that is to redeem the earth. Its three parts consist of a verse narrative of the life and training of an Atlantean wise one, followed by his Utopian moral teachings and then a psychic drama set in modern times in which a reincarnated child embodying the lost wisdom is reborn on earth. The story of Atlantis is retold by Catalan author Jacint Verdaguer in L'Atlantida (1877). After the sinking of the former continent, Hercules travels east across the Atlantic to found the city of Barcelona and then departs westward again to the Hesperides. The story is told by a hermit to a shipwrecked mariner, who is inspired to follow in his tracks and so "call the New World into existence to redress the balance of the Old". This mariner, of course, was Christopher Columbus. Verdaguer's poem was written in Catalan, but was widely translated in both Europe and Hispano-America. One response was the similarly entitled Argentinian Atlantida of Olegario Víctor Andrade (1881), which sees in "Enchanted Atlantis that Plato foresaw, a golden promise to the fruitful race" of Latins. The bad example of the colonising world remains, however. José Juan Tablada characterises its threat in his "De Atlántida" (1894) through the beguiling picture of the lost world populated by the underwater creatures of Classical myth, among whom is the Siren of its final stanza with her eye on the keel of the wandering vessel that in passing deflowers the sea's smooth mirror, launching into the night her amorous warbling and the dulcet lullaby of her treacherous voice! There is a similar ambivalence in Janus Djurhuus' six-stanza "Atlantis" (1917), where a celebration of the Faroese linguistic revival grants it an ancient pedigree by linking Greek to Norse legend. In the poem a female figure rising from the sea against a background of Classical palaces is recognised as a priestess of Atlantis. The poet recalls "that the Faroes lie there in the north Atlantic Ocean/ where before lay the poet-dreamt lands," but also that in Norse belief, such a figure only appears to those about to drown. The fact that Atlantis is a lost land has made of it a metaphor for something no longer attainable. For the American poet Edith Willis Linn Forbes, "The Lost Atlantis" stands for idealisation of the past; the present moment can only be treasured once that is realised. Ella Wheeler Wilcox finds the location of "The Lost Land" (1910) in one's carefree youthful past. Similarly, for the Irish poet Eavan Boland in "Atlantis, a lost sonnet" (2007), the idea was defined when "the old fable-makers searched hard for a word/ to convey that what is gone is gone forever". For some male poets too, the idea of Atlantis is constructed from what cannot be obtained. Charles Bewley in his Newdigate Prize poem (1910) thinks it grows from dissatisfaction with one's condition, And, because life is partly sweet And ever girt about with pain, We take the sweetness, and are fain To set it free from grief's alloy in a dream of Atlantis. Similarly for the Australian Gary Catalano in a 1982 prose poem, it is "a vision that sank under the weight of its own perfection". W. H. Auden, however, suggests a way out of such frustration through the metaphor of journeying toward Atlantis in his poem of 1941. While travelling, he advises the one setting out, you will meet with many definitions of the goal in view, only realising at the end that the way has all the time led inward. A few late-19th century verse narratives complement the genre fiction that was beginning to be written at the same period. Two of them report the disaster that overtook the continent as related by long-lived survivors. In Frederick Tennyson's Atlantis (1888), an ancient Greek mariner sails west and discovers an inhabited island which is all that remains of the former kingdom. He learns of its end and views the shattered remnant of its former glory, from which a few had escaped to set up the Mediterranean civilisations. In the second, Mona, Queen of Lost Atlantis: An Idyllic Re-embodiment of Long Forgotten History (Los Angeles CA 1925) by James Logue Dryden (1840–1925), the story is told in a series of visions. A Seer is taken to Mona's burial chamber in the ruins of Atlantis, where she revives and describes the catastrophe. There follows a survey of the lost civilisations of Hyperborea and Lemuria as well as Atlantis, accompanied by much spiritualist lore. William Walton Hoskins (1856–1919) admits to the readers of his Atlantis and Other Poems (Cleveland OH, 1881), that he is only 24. Its melodramatic plot concerns the poisoning of the descendant of god-born kings. The usurping poisoner is poisoned in his turn, following which the continent is swallowed in the waves. Asian gods people the landscape of The Lost Island (Ottawa 1889) by Edward Taylor Fletcher (1816–97). An angel foresees impending catastrophe and that the people will be allowed to escape if their semi-divine rulers will sacrifice themselves. A final example, Edward N. Beecher's The Lost Atlantis or The Great Deluge of All (Cleveland OH, 1898) is just a doggerel vehicle for its author's opinions: that the continent was the location of the Garden of Eden; that Darwin's theory of evolution is correct, as are Donnelly's views. Atlantis was to become a theme in Russia following the 1890s, taken up in unfinished poems by Valery Bryusov and Konstantin Balmont, as well as in a drama by the schoolgirl Larissa Reisner. One other long narrative poem was published in New York by George V. Golokhvastoff. His 250-page The Fall of Atlantis (1938) records how a high priest, distressed by the prevailing degeneracy of the ruling classes, seeks to create an androgynous being from royal twins as a means to overcome this polarity. When he is unable to control the forces unleashed by his occult ceremony, the continent is destroyed. In 1971, Arkham House published Donald Sidney-Fryer's poetry collection Songs and Sonnets Atlantean, claiming to present poems written by poets in ancient Atlantis and translated by him. That book was followed by two sequel volumes in 2003 and 2005. All three books were later collected in one volume as The Atlantis Fragments: The Trilogy of Songs and Sonnets Atlantean in 2008. Artistic representations The Spanish composer Manuel de Falla worked on a dramatic cantata based on Verdaguer's L'Atlántida, during the last 20 years of his life. The name has been affixed to symphonies by Jānis Ivanovs (Symphony 4, 1941), Richard Nanes, and Vaclav Buzek (2009). There was also the symphonic celebration of Alan Hovhaness: "Fanfare for the New Atlantis" (Op. 281, 1975). The Bohemian-American composer and arranger Vincent Frank Safranek wrote Atlantis (The Lost Continent) Suite in Four Parts; I. Nocturne and Morning Hymn of Praise, II. A Court Function, III. "I Love Thee" (The Prince and Aana), IV. The Destruction of Atlantis, for military (concert) band in 1913. The opera Der Kaiser von Atlantis (The Emperor of Atlantis) was written in 1943 by Viktor Ullmann with a libretto by Petr Kien, while they were both inmates at the Nazi concentration camp of Theresienstadt. The Nazis did not allow it to be performed, assuming the opera's reference to an Emperor of Atlantis to be a satire on Hitler. Though Ullmann and Kien were murdered in Auschwitz, the manuscript survived and was performed for the first time in 1975 in Amsterdam. Paintings of the submersion of Atlantis are comparatively rare. In the seventeenth century there was François de Nomé's The Fall of Atlantis, which shows a tidal wave surging toward a Baroque city frontage. The style of architecture apart, it is not very different from Nicholas Roerich's The Last of Atlantis of 1928. The most dramatic depiction of the catastrophe was Léon Bakst's Ancient Terror (Terror Antiquus, 1908), although it does not name Atlantis directly. It is a mountain-top view of a rocky bay breached by the sea, which is washing inland about the tall structures of an ancient city. A streak of lightning crosses the upper half of the painting, while below it rises the impassive figure of an enigmatic goddess who holds a blue dove between her breasts. Vyacheslav Ivanov identified the subject as Atlantis in a public lecture on the painting given in 1909, the year it was first exhibited, and he has been followed by other commentators in the years since. Sculptures referencing Atlantis have often been stylized single figures. One of the earliest was Einar Jónsson's The King of Atlantis (1919–1922), now in the garden of his museum in Reykjavík. It represents a single figure, clad in a belted skirt and wearing a large triangular helmet, who sits on an ornate throne supported between two young bulls. The walking female entitled Atlantis (1946) by Ivan Meštrović was from a series inspired by ancient Greek figures with the symbolical meaning of unjustified suffering. In the case of the Brussels fountain feature known as The Man of Atlantis (2003) by the Belgian sculptor Luk van Soom [nl], the 4-metre tall figure wearing a diving suit steps from a plinth into the spray. It looks light-hearted but the artist's comment on it makes a serious point: "Because habitable land will be scarce, it is no longer improbable that we will return to the water in the long term. As a result, a portion of the population will mutate into fish-like creatures. Global warming and rising water levels are practical problems for the world in general and here in the Netherlands in particular". Robert Smithson's Hypothetical Continent – Map of Broken Clear Glass: Atlantis was first created as a photographical project in Loveladies, New Jersey, in 1969, and then recreated as a gallery installation of broken glass. On this he commented that he liked "landscapes that suggest prehistory", and this is borne out by the original conceptual drawing of the work that includes an inset map of the continent sited off the coast of Africa and at the straits into the Mediterranean. See also Mythology: Underwater geography: Other: Notes References Further reading Ancient sources Modern sources Africa Antarctica Asia Australia Europe North America South America Afro-Eurasia Americas Eurasia Oceania |
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