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[SOURCE: https://en.wikipedia.org/wiki/Birthday#Ganesha] | [TOKENS: 4101] |
Contents Birthday A birthday is the anniversary of the birth of a person or the figurative birth of an institution. Birthdays of people are celebrated in numerous cultures, often with birthday gifts, birthday cards, a birthday party, or a rite of passage. Many religions celebrate the birth of their founders or religious figures with special holidays (e.g. Christmas, Mawlid, Buddha's Birthday, Krishna Janmashtami, and Gurpurb). There is a distinction between birthday and birthdate (also known as date of birth): the former, except for February 29, occurs each year (e.g. January 15), while the latter is the complete date when a person was born (e.g. January 15, 2001). Coming of age In most legal systems, one becomes a legal adult on a particular birthday when they reach the age of majority (usually between 12 and 21), and reaching age-specific milestones confers particular rights and responsibilities. At certain ages, one may become eligible to leave full-time education, become subject to military conscription or to enlist in the military, to consent to sexual intercourse, to marry with parental consent, to marry without parental consent, to vote, to run for elected office, to legally purchase (or consume) alcohol and tobacco products, to purchase lottery tickets, or to obtain a driver's licence. The age of majority is when minors cease to legally be considered children and assume control over their persons, actions, and decisions, thereby terminating the legal control and responsibilities of their parents or guardians over and for them. Most countries set the age of majority at 18, though it varies by jurisdiction. Many cultures celebrate a coming of age birthday when a person reaches a particular year of life. Some cultures celebrate landmark birthdays in early life or old age. In many cultures and jurisdictions, if a person's real birthday is unknown (for example, if they are an orphan), their birthday may be adopted or assigned to a specific day of the year, such as January 1. Racehorses are reckoned to become one year old in the year following their birth on January 1 in the Northern Hemisphere and August 1 in the Southern Hemisphere.[relevant?] Birthday parties In certain parts of the world, an individual's birthday is celebrated by a party featuring a specially made cake. Presents are bestowed on the individual by the guests appropriate to their age. Other birthday activities may include entertainment (sometimes by a hired professional, i.e., a clown, magician, or musician) and a special toast or speech by the birthday celebrant. The last stanza of Patty Hill's and Mildred Hill's famous song, "Good Morning to You" (unofficially titled "Happy Birthday to You") is typically sung by the guests at some point in the proceedings. In some countries, a piñata takes the place of a cake. The birthday cake may be decorated with lettering and the person's age, or studded with the same number of lit candles as the age of the individual. The celebrated individual may make a silent wish and attempt to blow out the candles in one breath; if successful, superstition holds that the wish will be granted. In many cultures, the wish must be kept secret or it will not "come true". Birthdays as holidays Historically significant people's birthdays, such as national heroes or founders, are often commemorated by an official holiday marking the anniversary of their birth. Some notables, particularly monarchs, have an official birthday on a fixed day of the year, which may not necessarily match the day of their birth, but on which celebrations are held. In Mahayana Buddhism, many monasteries celebrate the anniversary of Buddha's birth, usually in a highly formal, ritualized manner. They treat Buddha's statue as if it was Buddha himself as if he were alive; bathing, and "feeding" him. Jesus Christ's traditional birthday is celebrated as Christmas Eve or Christmas Day around the world, on December 24 or 25, respectively. As some Eastern churches use the Julian calendar, December 25 will fall on January 7 in the Gregorian calendar. These dates are traditional and have no connection with Jesus's actual birthday, which is not recorded in the Gospels. Similarly, the birthdays of the Virgin Mary and John the Baptist are liturgically celebrated on September 8 and June 24, especially in the Roman Catholic and Eastern Orthodox traditions (although for those Eastern Orthodox churches using the Julian calendar the corresponding Gregorian dates are September 21 and July 7 respectively). As with Christmas, the dates of these celebrations are traditional and probably have no connection with the actual birthdays of these individuals. Catholic saints are remembered by a liturgical feast on the anniversary of their "birth" into heaven a.k.a. their day of death. In Hinduism, Ganesh Chaturthi is a festival celebrating the birth of the elephant-headed deity Ganesha in extensive community celebrations and at home. Figurines of Ganesha are made for the holiday and are widely sold. Sikhs celebrate the anniversary of the birth of Guru Nanak and other Sikh gurus, which is known as Gurpurb. Mawlid is the anniversary of the birth of Muhammad and is celebrated on the 12th or 17th day of Rabi' al-awwal by adherents of Sunni and Shia Islam respectively. These are the two most commonly accepted dates of birth of Muhammad. However, there is much controversy regarding the permissibility of celebrating Mawlid, as some Muslims judge the custom as an unacceptable practice according to Islamic tradition. In Iran, Mother's Day is celebrated on the birthday of Fatima al-Zahra, the daughter of Muhammad. Banners reading Ya Fatima ("O Fatima") are displayed on government buildings, private buildings, public streets and car windows. Religious views In Judaism, rabbis are divided about celebrating this custom, although the majority of the faithful accept it. In the Torah, the only mention of a birthday is the celebration of Pharaoh's birthday in Egypt (Genesis 40:20). Although the birthday of Jesus of Nazareth is celebrated as a Christian holiday on December 25, historically the celebrating of an individual person's birthday has been subject to theological debate. Early Christians, notes The World Book Encyclopedia, "considered the celebration of anyone's birth to be a pagan custom." Origen, in his commentary "On Levites," wrote that Christians should not only refrain from celebrating their birthdays but should look at them with disgust as a pagan custom. A saint's day was typically celebrated on the anniversary of their martyrdom or death, considered the occasion of or preparation for their entrance into Heaven or the New Jerusalem. Ordinary folk in the Middle Ages celebrated their saint's day (the saint they were named after), but nobility celebrated the anniversary of their birth.[citation needed] The "Squire's Tale", one of Chaucer's Canterbury Tales, opens as King Cambuskan proclaims a feast to celebrate his birthday. In the Modern era, the Catholic Church, the Eastern Orthodox Church and Protestantism, i.e. the three main branches of Christianity, as well as almost all Christian religious denominations, consider celebrating birthdays acceptable or at most a choice of the individual. An exception is Jehovah's Witnesses, who do not celebrate them for various reasons: in their interpretation this feast has pagan origins, was not celebrated by early Christians, is negatively expounded in the Holy Scriptures and has customs linked to superstition and magic. In some historically Roman Catholic and Eastern Orthodox countries,[a] it is common to have a 'name day', otherwise known as a 'Saint's day'. It is celebrated in much the same way as a birthday, but it is held on the official day of a saint with the same Christian name as the birthday person; the difference being that one may look up a person's name day in a calendar, or easily remember common name days (for example, John or Mary); however in pious traditions, the two were often made to concur by giving a newborn the name of a saint celebrated on its day of confirmation, more seldom one's birthday. Some are given the name of the religious feast of their christening's day or birthday, for example, Noel or Pascal (French for Christmas and "of Easter"); as another example, Togliatti was given Palmiro as his first name because he was born on Palm Sunday. The birthday does not reflect Islamic tradition, and because of this, the majority of Muslims refrain from celebrating it. Others do not object, as long as it is not accompanied by behavior contrary to Islamic tradition. A good portion of Muslims (and Arab Christians) who have emigrated to the United States and Europe celebrate birthdays as customary, especially for children, while others abstain. Hindus celebrate the birth anniversary day every year when the day that corresponds to the lunar month or solar month (Sun Signs Nirayana System – Sourava Mana Masa) of birth and has the same asterism (Star/Nakshatra) as that of the date of birth. That age is reckoned whenever Janma Nakshatra of the same month passes. Hindus regard death to be more auspicious than birth, since the person is liberated from the bondages of material society. Also, traditionally, rituals and prayers for the departed are observed on the 5th and 11th days, with many relatives gathering. Historical and cultural perspectives According to Herodotus (5th century BC), of all the days in the year, the one which the Persians celebrate most is their birthday. It was customary to have the board furnished on that day with an ampler supply than common: the richer people eat wholly baked cow, horse, camel, or donkey (Greek: ὄνον), while the poorer classes use instead the smaller kinds of cattle. On his birthday, the king anointed his head and presented gifts to the Persians. According to the law of the Royal Supper, on that day "no one should be refused a request". The rule for drinking was "No restrictions". In ancient Rome, a birthday (dies natalis) was originally an act of religious cultivation (cultus). A dies natalis was celebrated annually for a temple on the day of its founding, and the term is still used sometimes for the anniversary of an institution such as a university. The temple founding day might become the "birthday" of the deity housed there. March 1, for example, was celebrated as the birthday of the god Mars. Each human likewise had a natal divinity, the guardian spirit called the Genius, or sometimes the Juno for a woman, who was owed religious devotion on the day of birth, usually in the household shrine (lararium). The decoration of a lararium often shows the Genius in the role of the person carrying out the rites. A person marked their birthday with ritual acts that might include lighting an altar, saying prayers, making vows (vota), anointing and wreathing a statue of the Genius, or sacrificing to a patron deity. Incense, cakes, and wine were common offerings. Celebrating someone else's birthday was a way to show affection, friendship, or respect. In exile, the poet Ovid, though alone, celebrated not only his own birthday rite but that of his far distant wife. Birthday parties affirmed social as well as sacred ties. One of the Vindolanda tablets is an invitation to a birthday party from the wife of one Roman officer to the wife of another. Books were a popular birthday gift, sometimes handcrafted as a luxury edition or composed especially for the person honored. Birthday poems are a minor but distinctive genre of Latin literature. The banquets, libations, and offerings or gifts that were a regular part of most Roman religious observances thus became part of birthday celebrations for individuals. A highly esteemed person would continue to be celebrated on their birthday after death, in addition to the several holidays on the Roman calendar for commemorating the dead collectively. Birthday commemoration was considered so important that money was often bequeathed to a social organization to fund an annual banquet in the deceased's honor. The observance of a patron's birthday or the honoring of a political figure's Genius was one of the religious foundations for imperial cult or so-called "emperor worship." The Chinese word for "year(s) old" (t 歲, s 岁, suì) is entirely different from the usual word for "year(s)" (年, nián), reflecting the former importance of Chinese astrology and the belief that one's fate was bound to the stars imagined to be in opposition to the planet Jupiter at the time of one's birth. The importance of this duodecennial orbital cycle only survives in popular culture as the 12 animals of the Chinese zodiac, which change each Chinese New Year and may be used as a theme for some gifts or decorations. Because of the importance attached to the influence of these stars in ancient China and throughout the Sinosphere, East Asian age reckoning previously began with one at birth and then added years at each Chinese New Year, so that it formed a record of the suì one had lived through rather than of the exact amount of time from one's birth. This method—which can differ by as much as two years of age from other systems—is increasingly uncommon and is not used for official purposes in the PRC or on Taiwan, although the word suì is still used for describing age. Traditionally, Chinese birthdays—when celebrated—were reckoned using the lunisolar calendar, which varies from the Gregorian calendar by as much as a month forward or backward depending on the year. Celebrating the lunisolar birthday remains common on Taiwan while growing increasingly uncommon on the mainland. Birthday traditions reflected the culture's deep-seated focus on longevity and wordplay. From the homophony in some dialects between 酒 ("rice wine") and 久 (meaning "long" in the sense of time passing), osmanthus and other rice wines are traditional gifts for birthdays in China. Longevity noodles are another traditional food consumed on the day, although western-style birthday cakes are increasingly common among urban Chinese. Hongbaos—red envelopes stuffed with money, now especially the red 100 RMB notes—are the usual gift from relatives and close family friends for most children. Gifts for adults on their birthdays are much less common, although the birthday for each decade is a larger occasion that might prompt a large dinner and celebration. The Japanese reckoned their birthdays by the Chinese system until the Meiji Reforms. Celebrations remained uncommon or muted until after the American occupation that followed World War II.[citation needed] Children's birthday parties are the most important, typically celebrated with a cake, candles, and singing. Adults often just celebrate with their partner. In North Korea, the Day of the Sun, Kim Il Sung's birthday, is the most important public holiday of the country, and Kim Jong Il's birthday is celebrated as the Day of the Shining Star. North Koreans are not permitted to celebrate birthdays on July 8 and December 17 because these were the dates of the deaths of Kim Il Sung and Kim Jong Il, respectively. More than 100,000 North Koreans celebrate displaced birthdays on July 9 and December 18 instead to avoid these dates. A person born on July 8 before 1994 may change their birthday, with official recognition. South Korea was one of the last countries to use a form of East Asian age reckoning for many official purposes. Prior to June 2023, three systems were used together—"Korean ages" that start with 1 at birth and increase every January 1st with the Gregorian New Year, "year ages" that start with 0 at birth and otherwise increase the same way, and "actual ages" that start with 0 at birth and increase each birthday. First birthday celebrations was heavily celebrated, despite usually having little to do with the child's age. In June 2023, all Korean ages were set back at least one year, and official ages henceforth are reckoned only by birthdays. In Ghana, children wake up on their birthday to a special treat called oto, which is a patty made from mashed sweet potato and eggs fried in palm oil. Later they have a birthday party where they usually eat stew and rice and a dish known as kelewele, which is fried plantain chunks. Distribution through the year Birthdays are fairly evenly distributed throughout the year, with some seasonal effects. In the United States, there tend to be more births in September and October. This may be because there is a holiday season nine months before (the human gestation period is about nine months), or because the longest nights of the year also occur in the Northern Hemisphere nine months before. However, the holidays affect birth rates more than the winter: New Zealand, a Southern Hemisphere country, has the same September and October peak with no corresponding peak in March and April. The least common birthdays tend to fall around public holidays, such as Christmas, New Year's Day and fixed-date holidays such as Independence Day in the US, which falls on July 4. Between 1973 and 1999, September 16 was the most common birthday in the United States, and December 25 was the least common birthday (other than February 29 because of leap years). In 2011, October 5 and 6 were reported as the most frequently occurring birthdays. New Zealand's most common birthday is September 29, and the least common birthday is December 25. The ten most common birthdays all fall within a thirteen-day period, between September 22 and October 4. The ten least common birthdays (other than February 29) are December 24–27, January 1–2, February 6, March 22, April 1, and April 25. This is based on all live births registered in New Zealand between 1980 and 2017. Positive and negative associations with culturally significant dates may influence birth rates. The study shows a 5.3% decrease in spontaneous births and a 16.9% decrease in Caesarean births on Halloween, compared to dates occurring within one week before and one week after the October holiday. In contrast, on Valentine's Day, there is a 3.6% increase in spontaneous births and a 12.1% increase in Caesarean births. In Sweden, 9.3% of the population is born in March and 7.3% in November, when a uniform distribution would give 8.3%. In the Gregorian calendar (a common solar calendar), February in a leap year has 29 days instead of the usual 28, so the year lasts 366 days instead of the usual 365. A person born on February 29 may be called a "leapling" or a "leaper". In common years, they usually celebrate their birthdays on February 28. In some situations, March 1 is used as the birthday in a non-leap year since it is the day following February 28. Technically, a leapling will have fewer birthday anniversaries than their age in years. This phenomenon is exploited when a person claims to be only a quarter of their actual age, by counting their leap-year birthday anniversaries only. In Gilbert and Sullivan's 1879 comic opera The Pirates of Penzance, Frederic the pirate apprentice discovers that he is bound to serve the pirates until his 21st birthday rather than until his 21st year. For legal purposes, legal birthdays depend on how local laws count time intervals. An individual's Beddian birthday, named in tribute to firefighter Bobby Beddia, occurs during the year that their age matches the last two digits of the year they were born. Some studies show people are more likely to die on their birthdays, with explanations including excessive drinking, suicide, cardiovascular events due to high stress or happiness, efforts to postpone death for major social events, and death certificate paperwork errors. See also References Notes External links |
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[SOURCE: https://www.fast.ai/posts/2017-02-27-not-just-silicon-valley.html] | [TOKENS: 1319] |
Deep Learning: Not Just for Silicon Valley Rachel Thomas February 27, 2017 Recent American news events range from horrifying to dystopian, but reading the applications of our fast.ai international fellows brought me joy and optimism. I was blown away by how many bright, creative, resourceful folks from all over the world are applying deep learning to tackle a variety of meaningful and interesting problems. Their passions range from ending illegal logging, diagnosing malaria in rural Uganda, translating Japanese manga, reducing farmer suicides in India via better loans, making Nigerian fashion recommendations, monitoring patients with Parkinson’s disease, and more. Our mission at fast.ai is to make deep learning accessible to people from varied backgrounds outside of elite institutions, who are tackling problems in meaningful but low-resource areas, far from mainstream deep learning research. Our group of selected fellows for Deep Learning Part 2 includes people from Nigeria, Ivory Coast, South Africa, Pakistan, Bangladesh, India, Singapore, Israel, Canada, Spain, Germany, France, Poland, Russia, and Turkey. We wanted to introduce just a few of our international fellows to you today. Tahsin Mayeesha is a Bangladeshi student who created a network visualization project analyzing data from a prominent Bangladeshi newspaper to explore the media coverage of violence against women. She wrote up her methodology and findings here, and hopes that the project can increase knowledge and empathy. In working on her Udacity Machine Learning Nano-degree, she overcame the challenges of a broken generator and intermittent electricity during Ramadan to successfully complete her projects. Mayeesha is a fan of Naruto, a popular Japanese manga series, and would like to use deep learning to translate it into English. Naruto characters use different stylized hand signs for different fight moves, and she is interested in trying to recognize these with a CNN. On a broader scale, Mayeesha wants to explore the question of how ML will impact places like Bangladesh with a semi-broken infrastructure. Karthik Mahadevan, an industrial designer in Amsterdam, previously created an interactive medical toy for children with cancer. More recently, he helped develop smart diagnosis solutions for rural health centres in Uganda. His team developed a smartphone-based device that captures magnified images of blood smear of malaria patients. The images are processed through an AI-based software that highlights potential parasites in the image for lab technicians to check. The long-term aim, however, is to create a fully automated diagnosis system to compensate for the shortage of lab technicians in rural Uganda (84% of the population of Uganda lives in rural areas.) After being selected as our first international fellow, and completing part 1 of our course, language researcher Samar Haider of Pakistan collected the largest dataset ever of his native language of Urdu. He says he was inspired by Lesson 5 of Part 1 to acquire, clean, and segment into sentences an Urdu corpus with over 150 million tokens. Haider trained a model to learn vector representations of the words, which captured useful semantic relationships and lexical variations. Haider writes “this marks the first time such word representations have been trained for Urdu, and, while they are themselves an incredibly valuable resource, it is exciting to think of ways in which they can be used to advance the state of natural language processing for Urdu in applications ranging from text classification to sentiment analysis to machine translation.” Haider will be joining us again for Part 2 and says, “In the long run, I hope to use deep learning techniques to bridge gaps in human communication (an especially important duty in these polarizing times) by helping computers better process and understand regional languages and helping unlock a world of information for people who don’t speak English or other popular languages.” Xinxin Li previously developed carbon management technologies as an environmental research engineer, and built a Python app to diagnose plant diseases through photos of leaves. She is now working with a wearable technology company to develop a system for Parkinson’s patient therapy management, the core of which is a machine learning model to be trained with clinical trial data. This new system would enable a doctor to gauge patients’ symptoms, such as tremors and dyskinetic, via sensor data collected out of clinic, rather than relying on written diaries or interviews with patient caregivers. Sahil Singla works at a social impact startup in India, using deep learning on satellite imagery to help the Indian government identify which villages have problems of landlessness or crop failure. Singla plans to use deep learning to build better crop insurance and agriculture lending models, thus reducing farmer suicides (exorbitant interest rates on predatory loans contribute to the high suicide rate of Indian farmers). Amy Xiao, an undergraduate at the University of Toronto, plans to create tools such as browser extensions to help people distinguish between facts and fiction in online information. Her goal is to rate the legitimacy of online content via a deep learning model by integrating sentiment analysis of the comments, legitimacy of news source, and the content itself, trained on labeled articles with a “predetermined” score. She is also interested in exploring how to discern legitimate vs. fake reviews from online sites. Prabu Ravindran is developing a deep learning system for automated wood identification in the Center for Wood Anatomy Research, Forest Products Laboratory, and the U of Wisconsin Botany Department. This system will be deployed to combat illegal logging and identify wood products. Orlando Adeyemi, a Nigerian currently working in Malaysia, has already begun scraping Nigerian fashion websites for data that he plans to apply deep learning to. Previously, he created an iOS app for Malaysian cinema times, and won an award for his arduino wheelchair stabilizer. Gurumoorthy C is excited about the “Clean India” initiative launched by Prime Minister Modi. Together with a group of friends, Gurumoorthy plans to create a small robot to pick up trash in the street, and correctly identify waste. Karthik Kannan is currently working on a idea that incorporates deep learning and wearable cameras to help the visually impaired navigate closed spaces in India. Alexis Fortin-Cote is a PhD student in robotics at U Laval from French-speaking Quebec. He plans to create a model capable of inferring the level of fun players are experiencing from video games, using bio sensor information and self-reported emotional state. Together with a team from the school of psychology, he has already collected over 400 total hours of data from 200 players. We welcome the above fellows, along with the rest of our international fellows and our in-person participants to Deep Learning Part 2. We are very excited about this community, and what we can build together! |
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[SOURCE: https://en.wikipedia.org/wiki/Orion_(constellation)#Bright_stars] | [TOKENS: 4993] |
Contents Orion (constellation) Orion is a prominent set of stars visible during winter in the northern celestial hemisphere. It is one of the 88 modern constellations; it was among the 48 constellations listed by the 2nd-century AD/CE astronomer Ptolemy. It is named after a hunter in Greek mythology. Orion is most prominent during winter evenings in the Northern Hemisphere, as are five other constellations that have stars in the Winter Hexagon asterism. Orion's two brightest stars, Rigel (β) and Betelgeuse (α), are both among the brightest stars in the night sky; both are supergiants and slightly variable. There are a further six stars brighter than magnitude 3.0, including three making the short straight line of the Orion's Belt asterism. Orion also hosts the radiant of the annual Orionids, the strongest meteor shower associated with Halley's Comet, and the Orion Nebula, one of the brightest nebulae in the sky. Characteristics Orion is bordered by Taurus to the northwest, Eridanus to the southwest, Lepus to the south, Monoceros to the east, and Gemini to the northeast. Covering 594 square degrees, Orion ranks 26th of the 88 constellations in size. The constellation boundaries, as set by Belgian astronomer Eugène Delporte in 1930, are defined by a polygon of 26 sides. In the equatorial coordinate system, the right ascension coordinates of these borders lie between 04h 43.3m and 06h 25.5m , while the declination coordinates are between 22.87° and −10.97°. The constellation's three-letter abbreviation, as adopted by the International Astronomical Union in 1922, is "Ori". Orion is most visible in the evening sky from January to April, winter in the Northern Hemisphere, and summer in the Southern Hemisphere. In the tropics (less than about 8° from the equator), the constellation transits at the zenith. From May to July (summer in the Northern Hemisphere, winter in the Southern Hemisphere), Orion is in the daytime sky and thus invisible at most latitudes. However, for much of Antarctica in the Southern Hemisphere's winter months, the Sun is below the horizon even at midday. Stars (and thus Orion, but only the brightest stars) are then visible at twilight for a few hours around local noon, just in the brightest section of the sky low in the North where the Sun is just below the horizon. At the same time of day at the South Pole itself (Amundsen–Scott South Pole Station), Rigel is only 8° above the horizon, and the Belt sweeps just along it. In the Southern Hemisphere's summer months, when Orion is normally visible in the night sky, the constellation is actually not visible in Antarctica because the Sun does not set at that time of year south of the Antarctic Circle. In countries close to the equator (e.g. Kenya, Indonesia, Colombia, Ecuador), Orion appears overhead in December around midnight and in the February evening sky. Navigational aid Orion is very useful as an aid to locating other stars. By extending the line of the Belt southeastward, Sirius (α CMa) can be found; northwestward, Aldebaran (α Tau). A line eastward across the two shoulders indicates the direction of Procyon (α CMi). A line from Rigel through Betelgeuse points to Castor and Pollux (α Gem and β Gem). Additionally, Rigel is part of the Winter Circle asterism. Sirius and Procyon, which may be located from Orion by following imaginary lines (see map), also are points in both the Winter Triangle and the Circle. Features Orion's seven brightest stars form a distinctive hourglass-shaped asterism, or pattern, in the night sky. Four stars—Rigel, Betelgeuse, Bellatrix, and Saiph—form a large roughly rectangular shape, at the center of which lie the three stars of Orion's Belt—Alnitak, Alnilam, and Mintaka. His head is marked by an additional eighth star called Meissa, which is fairly bright to the observer. Descending from the Belt is a smaller line of three stars, Orion's Sword (the middle of which is in fact not a star but the Orion Nebula), also known as the hunter's sword. Many of the stars are luminous hot blue supergiants, with the stars of the Belt and Sword forming the Orion OB1 association. Standing out by its red hue, Betelgeuse may nevertheless be a runaway member of the same group. Orion's Belt, or The Belt of Orion, is an asterism within the constellation. It consists of three bright stars: Alnitak (Zeta Orionis), Alnilam (Epsilon Orionis), and Mintaka (Delta Orionis). Alnitak is around 800 light-years away from Earth, 100,000 times more luminous than the Sun, and shines with a magnitude of 1.8; much of its radiation is in the ultraviolet range, which the human eye cannot see. Alnilam is approximately 2,000 light-years from Earth, shines with a magnitude of 1.70, and with an ultraviolet light that is 375,000 times more luminous than the Sun. Mintaka is 915 light-years away and shines with a magnitude of 2.21. It is 90,000 times more luminous than the Sun and is a double star: the two orbit each other every 5.73 days. In the Northern Hemisphere, Orion's Belt is best visible in the night sky during the month of January at around 9:00 pm, when it is approximately around the local meridian. Just southwest of Alnitak lies Sigma Orionis, a multiple star system composed of five stars that have a combined apparent magnitude of 3.7 and lying at a distance of 1150 light-years. Southwest of Mintaka lies the quadruple star Eta Orionis. Orion's Sword contains the Orion Nebula, the Messier 43 nebula, Sh 2-279 (also known as the Running Man Nebula), and the stars Theta Orionis, Iota Orionis, and 42 Orionis. Three stars comprise a small triangle that marks the head. The apex is marked by Meissa (Lambda Orionis), a hot blue giant of spectral type O8 III and apparent magnitude 3.54, which lies some 1100 light-years distant. Phi-1 and Phi-2 Orionis make up the base. Also nearby is the young star FU Orionis. Stretching north from Betelgeuse are the stars that make up Orion's club. Mu Orionis marks the elbow, Nu and Xi mark the handle of the club, and Chi1 and Chi2 mark the end of the club. Just east of Chi1 is the Mira-type variable red giant star U Orionis. West from Bellatrix lie six stars all designated Pi Orionis (π1 Ori, π2 Ori, π3 Ori, π4 Ori, π5 Ori, and π6 Ori) which make up Orion's shield. Around 20 October each year, the Orionid meteor shower (Orionids) reaches its peak. Coming from the border with the constellation Gemini, as many as 20 meteors per hour can be seen. The shower's parent body is Halley's Comet. Hanging from Orion's Belt is his sword, consisting of the multiple stars θ1 and θ2 Orionis, called the Trapezium and the Orion Nebula (M42). This is a spectacular object that can be clearly identified with the naked eye as something other than a star. Using binoculars, its clouds of nascent stars, luminous gas, and dust can be observed. The Trapezium cluster has many newborn stars, including several brown dwarfs, all of which are at an approximate distance of 1,500 light-years. Named for the four bright stars that form a trapezoid, it is largely illuminated by the brightest stars, which are only a few hundred thousand years old. Observations by the Chandra X-ray Observatory show both the extreme temperatures of the main stars—up to 60,000 kelvins—and the star forming regions still extant in the surrounding nebula. M78 (NGC 2068) is a nebula in Orion. With an overall magnitude of 8.0, it is significantly dimmer than the Great Orion Nebula that lies to its south; however, it is at approximately the same distance, at 1600 light-years from Earth. It can easily be mistaken for a comet in the eyepiece of a telescope. M78 is associated with the variable star V351 Orionis, whose magnitude changes are visible in very short periods of time. Another fairly bright nebula in Orion is NGC 1999, also close to the Great Orion Nebula. It has an integrated magnitude of 10.5 and is 1500 light-years from Earth. The variable star V380 Orionis is embedded in NGC 1999. Another famous nebula is IC 434, the Horsehead Nebula, near Alnitak (Zeta Orionis). It contains a dark dust cloud whose shape gives the nebula its name. NGC 2174 is an emission nebula located 6400 light-years from Earth. Besides these nebulae, surveying Orion with a small telescope will reveal a wealth of interesting deep-sky objects, including M43, M78, and multiple stars including Iota Orionis and Sigma Orionis. A larger telescope may reveal objects such as the Flame Nebula (NGC 2024), as well as fainter and tighter multiple stars and nebulae. Barnard's Loop can be seen on very dark nights or using long-exposure photography. All of these nebulae are part of the larger Orion molecular cloud complex, which is located approximately 1,500 light-years away and is hundreds of light-years across. Due to its proximity, it is one of the most intense regions of stellar formation visible from Earth. The Orion molecular cloud complex forms the eastern part of an even larger structure, the Orion–Eridanus Superbubble, which is visible in X-rays and in hydrogen emissions. History and mythology The distinctive pattern of Orion is recognized in numerous cultures around the world, and many myths are associated with it. Orion is used as a symbol in the modern world. In Siberia, the Chukchi people see Orion as a hunter; an arrow he has shot is represented by Aldebaran (Alpha Tauri), with the same figure as other Western depictions. In Greek mythology, Orion was a gigantic, supernaturally strong hunter, born to Euryale, a Gorgon, and Poseidon (Neptune), god of the sea. One myth recounts Gaia's rage at Orion, who dared to say that he would kill every animal on Earth. The angry goddess tried to dispatch Orion with a scorpion. This is given as the reason that the constellations of Scorpius and Orion are never in the sky at the same time. However, Ophiuchus, the Serpent Bearer, revived Orion with an antidote. This is said to be the reason that the constellation of Ophiuchus stands midway between the Scorpion and the Hunter in the sky. The constellation is mentioned in Horace's Odes (Ode 3.27.18), Homer's Odyssey (Book 5, line 283) and Iliad, and Virgil's Aeneid (Book 1, line 535). In old Hungarian tradition, Orion is known as "Archer" (Íjász), or "Reaper" (Kaszás). In recently rediscovered myths, he is called Nimrod (Hungarian: Nimród), the greatest hunter, father of the twins Hunor and Magor. The π and o stars (on upper right) form together the reflex bow or the lifted scythe. In other Hungarian traditions, Orion's Belt is known as "Judge's stick" (Bírópálca). In Ireland and Scotland, Orion was called An Bodach, a figure from Irish folklore whose name literally means "the one with a penis [bod]" and was the husband of the Cailleach (hag). In Scandinavian tradition, Orion's Belt was known as "Frigg's Distaff" (friggerock) or "Freyja's distaff". The Finns call Orion's Belt and the stars below it "Väinämöinen's scythe" (Väinämöisen viikate). Another name for the asterism of Alnilam, Alnitak, and Mintaka is "Väinämöinen's Belt" (Väinämöisen vyö) and the stars "hanging" from the Belt as "Kaleva's sword" (Kalevanmiekka). There are claims in popular media that the Adorant from the Geißenklösterle cave, an ivory carving estimated to be 35,000 to 40,000 years old, is the first known depiction of the constellation. Scholars dismiss such interpretations, saying that perceived details such as a belt and sword derive from preexisting features in the grain structure of the ivory. The Babylonian star catalogues of the Late Bronze Age name Orion MULSIPA.ZI.AN.NA,[note 1] "The Heavenly Shepherd" or "True Shepherd of Anu" – Anu being the chief god of the heavenly realms. The Babylonian constellation is sacred to Papshukal and Ninshubur, both minor gods fulfilling the role of "messenger to the gods". Papshukal is closely associated with the figure of a walking bird on Babylonian boundary stones, and on the star map the figure of the Rooster is located below and behind the figure of the True Shepherd—both constellations represent the herald of the gods, in his bird and human forms respectively. In ancient Egypt, the stars of Orion were regarded as a god, called Sah. Because Orion rises before Sirius, the star whose heliacal rising was the basis for the Solar Egyptian calendar, Sah was closely linked with Sopdet, the goddess who personified Sirius. The god Sopdu is said to be the son of Sah and Sopdet. Sah is syncretized with Osiris, while Sopdet is syncretized with Osiris' mythological wife, Isis. In the Pyramid Texts, from the 24th and 23rd centuries BC, Sah is one of many gods whose form the dead pharaoh is said to take in the afterlife. The Armenians identified their legendary patriarch and founder Hayk with Orion. Hayk is also the name of the Orion constellation in the Armenian translation of the Bible. The Bible mentions Orion three times, naming it "Kesil" (כסיל, literally – fool). Though, this name perhaps is etymologically connected with "Kislev", the name for the ninth month of the Hebrew calendar (i.e. November–December), which, in turn, may derive from the Hebrew root K-S-L as in the words "kesel, kisla" (כֵּסֶל, כִּסְלָה, hope, positiveness), i.e. hope for winter rains.: Job 9:9 ("He is the maker of the Bear and Orion"), Job 38:31 ("Can you loosen Orion's belt?"), and Amos 5:8 ("He who made the Pleiades and Orion"). In ancient Aram, the constellation was known as Nephîlā′, the Nephilim are said to be Orion's descendants. In medieval Muslim astronomy, Orion was known as al-jabbar, "the giant". Orion's sixth brightest star, Saiph, is named from the Arabic, saif al-jabbar, meaning "sword of the giant". In China, Orion was one of the 28 lunar mansions Sieu (Xiù) (宿). It is known as Shen (參), literally meaning "three", for the stars of Orion's Belt. The Chinese character 參 (pinyin shēn) originally meant the constellation Orion (Chinese: 參宿; pinyin: shēnxiù); its Shang dynasty version, over three millennia old, contains at the top a representation of the three stars of Orion's Belt atop a man's head (the bottom portion representing the sound of the word was added later). The Rigveda refers to the constellation as Mriga (the Deer). Nataraja, "the cosmic dancer", is often interpreted as the representation of Orion. Rudra, the Rigvedic form of Shiva, is the presiding deity of Ardra nakshatra (Betelgeuse) of Hindu astrology. The Jain Symbol carved in the Udayagiri and Khandagiri Caves, India in 1st century BCE has a striking resemblance with Orion. Bugis sailors identified the three stars in Orion's Belt as tanra tellué, meaning "sign of three". The Seri people of northwestern Mexico call the three stars in Orion's Belt Hapj (a name denoting a hunter) which consists of three stars: Hap (mule deer), Haamoja (pronghorn), and Mojet (bighorn sheep). Hap is in the middle and has been shot by the hunter; its blood has dripped onto Tiburón Island. The same three stars are known in Spain and most of Latin America as "Las tres Marías" (Spanish for "The Three Marys"). In Puerto Rico, the three stars are known as the "Los Tres Reyes Magos" (Spanish for The Three Wise Men). The Ojibwa/Chippewa Native Americans call this constellation Mesabi for Big Man. To the Lakota Native Americans, Tayamnicankhu (Orion's Belt) is the spine of a bison. The great rectangle of Orion is the bison's ribs; the Pleiades star cluster in nearby Taurus is the bison's head; and Sirius in Canis Major, known as Tayamnisinte, is its tail. Another Lakota myth mentions that the bottom half of Orion, the Constellation of the Hand, represented the arm of a chief that was ripped off by the Thunder People as a punishment from the gods for his selfishness. His daughter offered to marry the person who can retrieve his arm from the sky, so the young warrior Fallen Star (whose father was a star and whose mother was human) returned his arm and married his daughter, symbolizing harmony between the gods and humanity with the help of the younger generation. The index finger is represented by Rigel; the Orion Nebula is the thumb; the Belt of Orion is the wrist; and the star Beta Eridani is the pinky finger. The seven primary stars of Orion make up the Polynesian constellation Heiheionakeiki which represents a child's string figure similar to a cat's cradle. Several precolonial Filipinos referred to the belt region in particular as "balatik" (ballista) as it resembles a trap of the same name which fires arrows by itself and is usually used for catching pigs from the bush. Spanish colonization later led to some ethnic groups referring to Orion's Belt as "Tres Marias" or "Tatlong Maria." In Māori tradition, the star Rigel (known as Puanga or Puaka) is closely connected with the celebration of Matariki. The rising of Matariki (the Pleiades) and Rigel before sunrise in midwinter marks the start of the Māori year. In Javanese culture, the constellation is often called Lintang Waluku or Bintang Bajak, referring to the shape of a paddy field plow. The imagery of the Belt and Sword has found its way into popular Western culture, for example in the form of the shoulder insignia of the 27th Infantry Division of the United States Army during both World Wars, probably owing to a pun on the name of the division's first commander, Major General John F. O'Ryan. The film distribution company Orion Pictures used the constellation as its logo. In artistic renderings, the surrounding constellations are sometimes related to Orion: he is depicted standing next to the river Eridanus with his two hunting dogs Canis Major and Canis Minor, fighting Taurus. He is sometimes depicted hunting Lepus the hare. He sometimes is depicted to have a lion's hide in his hand. There are alternative ways to visualise Orion. From the Southern Hemisphere, Orion is oriented south-upward, and the Belt and Sword are sometimes called the saucepan or pot in Australia and New Zealand. Orion's Belt is called Drie Konings (Three Kings) or the Drie Susters (Three Sisters) by Afrikaans speakers in South Africa and are referred to as les Trois Rois (the Three Kings) in Daudet's Lettres de Mon Moulin (1866). The appellation Driekoningen (the Three Kings) is also often found in 17th and 18th-century Dutch star charts and seaman's guides. The same three stars are known in Spain, Latin America, and the Philippines as "Las Tres Marías" (The Three Marys), and as "Los Tres Reyes Magos" (The Three Wise Men) in Puerto Rico. Even traditional depictions of Orion have varied greatly. Cicero drew Orion in a similar fashion to the modern depiction. The Hunter held an unidentified animal skin aloft in his right hand; his hand was represented by Omicron2 Orionis and the skin was represented by the five stars designated Pi Orionis. Saiph and Rigel represented his left and right knees, while Eta Orionis and Lambda Leporis were his left and right feet, respectively. As in the modern depiction, Mintaka, Alnilam, and Alnitak represented his Belt. His left shoulder was represented by Betelgeuse, and Mu Orionis made up his left arm. Meissa was his head, and Bellatrix his right shoulder. The depiction of Hyginus was similar to that of Cicero, though the two differed in a few important areas. Cicero's animal skin became Hyginus's shield (Omicron and Pi Orionis), and instead of an arm marked out by Mu Orionis, he holds a club (Chi Orionis). His right leg is represented by Theta Orionis and his left leg is represented by Lambda, Mu, and Epsilon Leporis. Further Western European and Arabic depictions have followed these two models. Future Orion is located on the celestial equator, but it will not always be so located due to the effects of precession of the Earth's axis. Orion lies well south of the ecliptic, and it only happens to lie on the celestial equator because the point on the ecliptic that corresponds to the June solstice is close to the border of Gemini and Taurus, to the north of Orion. Precession will eventually carry Orion further south, and by AD 14000, Orion will be far enough south that it will no longer be visible from the latitude of Great Britain. Further in the future, Orion's stars will gradually move away from the constellation due to proper motion. However, Orion's brightest stars all lie at a large distance from Earth on an astronomical scale—much farther away than Sirius, for example. Orion will still be recognizable long after most of the other constellations—composed of relatively nearby stars—have distorted into new configurations, with the exception of a few of its stars eventually exploding as supernovae, for example Betelgeuse, which is predicted to explode sometime in the next million years. See also References External links |
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Contents Orion (constellation) Orion is a prominent set of stars visible during winter in the northern celestial hemisphere. It is one of the 88 modern constellations; it was among the 48 constellations listed by the 2nd-century AD/CE astronomer Ptolemy. It is named after a hunter in Greek mythology. Orion is most prominent during winter evenings in the Northern Hemisphere, as are five other constellations that have stars in the Winter Hexagon asterism. Orion's two brightest stars, Rigel (β) and Betelgeuse (α), are both among the brightest stars in the night sky; both are supergiants and slightly variable. There are a further six stars brighter than magnitude 3.0, including three making the short straight line of the Orion's Belt asterism. Orion also hosts the radiant of the annual Orionids, the strongest meteor shower associated with Halley's Comet, and the Orion Nebula, one of the brightest nebulae in the sky. Characteristics Orion is bordered by Taurus to the northwest, Eridanus to the southwest, Lepus to the south, Monoceros to the east, and Gemini to the northeast. Covering 594 square degrees, Orion ranks 26th of the 88 constellations in size. The constellation boundaries, as set by Belgian astronomer Eugène Delporte in 1930, are defined by a polygon of 26 sides. In the equatorial coordinate system, the right ascension coordinates of these borders lie between 04h 43.3m and 06h 25.5m , while the declination coordinates are between 22.87° and −10.97°. The constellation's three-letter abbreviation, as adopted by the International Astronomical Union in 1922, is "Ori". Orion is most visible in the evening sky from January to April, winter in the Northern Hemisphere, and summer in the Southern Hemisphere. In the tropics (less than about 8° from the equator), the constellation transits at the zenith. From May to July (summer in the Northern Hemisphere, winter in the Southern Hemisphere), Orion is in the daytime sky and thus invisible at most latitudes. However, for much of Antarctica in the Southern Hemisphere's winter months, the Sun is below the horizon even at midday. Stars (and thus Orion, but only the brightest stars) are then visible at twilight for a few hours around local noon, just in the brightest section of the sky low in the North where the Sun is just below the horizon. At the same time of day at the South Pole itself (Amundsen–Scott South Pole Station), Rigel is only 8° above the horizon, and the Belt sweeps just along it. In the Southern Hemisphere's summer months, when Orion is normally visible in the night sky, the constellation is actually not visible in Antarctica because the Sun does not set at that time of year south of the Antarctic Circle. In countries close to the equator (e.g. Kenya, Indonesia, Colombia, Ecuador), Orion appears overhead in December around midnight and in the February evening sky. Navigational aid Orion is very useful as an aid to locating other stars. By extending the line of the Belt southeastward, Sirius (α CMa) can be found; northwestward, Aldebaran (α Tau). A line eastward across the two shoulders indicates the direction of Procyon (α CMi). A line from Rigel through Betelgeuse points to Castor and Pollux (α Gem and β Gem). Additionally, Rigel is part of the Winter Circle asterism. Sirius and Procyon, which may be located from Orion by following imaginary lines (see map), also are points in both the Winter Triangle and the Circle. Features Orion's seven brightest stars form a distinctive hourglass-shaped asterism, or pattern, in the night sky. Four stars—Rigel, Betelgeuse, Bellatrix, and Saiph—form a large roughly rectangular shape, at the center of which lie the three stars of Orion's Belt—Alnitak, Alnilam, and Mintaka. His head is marked by an additional eighth star called Meissa, which is fairly bright to the observer. Descending from the Belt is a smaller line of three stars, Orion's Sword (the middle of which is in fact not a star but the Orion Nebula), also known as the hunter's sword. Many of the stars are luminous hot blue supergiants, with the stars of the Belt and Sword forming the Orion OB1 association. Standing out by its red hue, Betelgeuse may nevertheless be a runaway member of the same group. Orion's Belt, or The Belt of Orion, is an asterism within the constellation. It consists of three bright stars: Alnitak (Zeta Orionis), Alnilam (Epsilon Orionis), and Mintaka (Delta Orionis). Alnitak is around 800 light-years away from Earth, 100,000 times more luminous than the Sun, and shines with a magnitude of 1.8; much of its radiation is in the ultraviolet range, which the human eye cannot see. Alnilam is approximately 2,000 light-years from Earth, shines with a magnitude of 1.70, and with an ultraviolet light that is 375,000 times more luminous than the Sun. Mintaka is 915 light-years away and shines with a magnitude of 2.21. It is 90,000 times more luminous than the Sun and is a double star: the two orbit each other every 5.73 days. In the Northern Hemisphere, Orion's Belt is best visible in the night sky during the month of January at around 9:00 pm, when it is approximately around the local meridian. Just southwest of Alnitak lies Sigma Orionis, a multiple star system composed of five stars that have a combined apparent magnitude of 3.7 and lying at a distance of 1150 light-years. Southwest of Mintaka lies the quadruple star Eta Orionis. Orion's Sword contains the Orion Nebula, the Messier 43 nebula, Sh 2-279 (also known as the Running Man Nebula), and the stars Theta Orionis, Iota Orionis, and 42 Orionis. Three stars comprise a small triangle that marks the head. The apex is marked by Meissa (Lambda Orionis), a hot blue giant of spectral type O8 III and apparent magnitude 3.54, which lies some 1100 light-years distant. Phi-1 and Phi-2 Orionis make up the base. Also nearby is the young star FU Orionis. Stretching north from Betelgeuse are the stars that make up Orion's club. Mu Orionis marks the elbow, Nu and Xi mark the handle of the club, and Chi1 and Chi2 mark the end of the club. Just east of Chi1 is the Mira-type variable red giant star U Orionis. West from Bellatrix lie six stars all designated Pi Orionis (π1 Ori, π2 Ori, π3 Ori, π4 Ori, π5 Ori, and π6 Ori) which make up Orion's shield. Around 20 October each year, the Orionid meteor shower (Orionids) reaches its peak. Coming from the border with the constellation Gemini, as many as 20 meteors per hour can be seen. The shower's parent body is Halley's Comet. Hanging from Orion's Belt is his sword, consisting of the multiple stars θ1 and θ2 Orionis, called the Trapezium and the Orion Nebula (M42). This is a spectacular object that can be clearly identified with the naked eye as something other than a star. Using binoculars, its clouds of nascent stars, luminous gas, and dust can be observed. The Trapezium cluster has many newborn stars, including several brown dwarfs, all of which are at an approximate distance of 1,500 light-years. Named for the four bright stars that form a trapezoid, it is largely illuminated by the brightest stars, which are only a few hundred thousand years old. Observations by the Chandra X-ray Observatory show both the extreme temperatures of the main stars—up to 60,000 kelvins—and the star forming regions still extant in the surrounding nebula. M78 (NGC 2068) is a nebula in Orion. With an overall magnitude of 8.0, it is significantly dimmer than the Great Orion Nebula that lies to its south; however, it is at approximately the same distance, at 1600 light-years from Earth. It can easily be mistaken for a comet in the eyepiece of a telescope. M78 is associated with the variable star V351 Orionis, whose magnitude changes are visible in very short periods of time. Another fairly bright nebula in Orion is NGC 1999, also close to the Great Orion Nebula. It has an integrated magnitude of 10.5 and is 1500 light-years from Earth. The variable star V380 Orionis is embedded in NGC 1999. Another famous nebula is IC 434, the Horsehead Nebula, near Alnitak (Zeta Orionis). It contains a dark dust cloud whose shape gives the nebula its name. NGC 2174 is an emission nebula located 6400 light-years from Earth. Besides these nebulae, surveying Orion with a small telescope will reveal a wealth of interesting deep-sky objects, including M43, M78, and multiple stars including Iota Orionis and Sigma Orionis. A larger telescope may reveal objects such as the Flame Nebula (NGC 2024), as well as fainter and tighter multiple stars and nebulae. Barnard's Loop can be seen on very dark nights or using long-exposure photography. All of these nebulae are part of the larger Orion molecular cloud complex, which is located approximately 1,500 light-years away and is hundreds of light-years across. Due to its proximity, it is one of the most intense regions of stellar formation visible from Earth. The Orion molecular cloud complex forms the eastern part of an even larger structure, the Orion–Eridanus Superbubble, which is visible in X-rays and in hydrogen emissions. History and mythology The distinctive pattern of Orion is recognized in numerous cultures around the world, and many myths are associated with it. Orion is used as a symbol in the modern world. In Siberia, the Chukchi people see Orion as a hunter; an arrow he has shot is represented by Aldebaran (Alpha Tauri), with the same figure as other Western depictions. In Greek mythology, Orion was a gigantic, supernaturally strong hunter, born to Euryale, a Gorgon, and Poseidon (Neptune), god of the sea. One myth recounts Gaia's rage at Orion, who dared to say that he would kill every animal on Earth. The angry goddess tried to dispatch Orion with a scorpion. This is given as the reason that the constellations of Scorpius and Orion are never in the sky at the same time. However, Ophiuchus, the Serpent Bearer, revived Orion with an antidote. This is said to be the reason that the constellation of Ophiuchus stands midway between the Scorpion and the Hunter in the sky. The constellation is mentioned in Horace's Odes (Ode 3.27.18), Homer's Odyssey (Book 5, line 283) and Iliad, and Virgil's Aeneid (Book 1, line 535). In old Hungarian tradition, Orion is known as "Archer" (Íjász), or "Reaper" (Kaszás). In recently rediscovered myths, he is called Nimrod (Hungarian: Nimród), the greatest hunter, father of the twins Hunor and Magor. The π and o stars (on upper right) form together the reflex bow or the lifted scythe. In other Hungarian traditions, Orion's Belt is known as "Judge's stick" (Bírópálca). In Ireland and Scotland, Orion was called An Bodach, a figure from Irish folklore whose name literally means "the one with a penis [bod]" and was the husband of the Cailleach (hag). In Scandinavian tradition, Orion's Belt was known as "Frigg's Distaff" (friggerock) or "Freyja's distaff". The Finns call Orion's Belt and the stars below it "Väinämöinen's scythe" (Väinämöisen viikate). Another name for the asterism of Alnilam, Alnitak, and Mintaka is "Väinämöinen's Belt" (Väinämöisen vyö) and the stars "hanging" from the Belt as "Kaleva's sword" (Kalevanmiekka). There are claims in popular media that the Adorant from the Geißenklösterle cave, an ivory carving estimated to be 35,000 to 40,000 years old, is the first known depiction of the constellation. Scholars dismiss such interpretations, saying that perceived details such as a belt and sword derive from preexisting features in the grain structure of the ivory. The Babylonian star catalogues of the Late Bronze Age name Orion MULSIPA.ZI.AN.NA,[note 1] "The Heavenly Shepherd" or "True Shepherd of Anu" – Anu being the chief god of the heavenly realms. The Babylonian constellation is sacred to Papshukal and Ninshubur, both minor gods fulfilling the role of "messenger to the gods". Papshukal is closely associated with the figure of a walking bird on Babylonian boundary stones, and on the star map the figure of the Rooster is located below and behind the figure of the True Shepherd—both constellations represent the herald of the gods, in his bird and human forms respectively. In ancient Egypt, the stars of Orion were regarded as a god, called Sah. Because Orion rises before Sirius, the star whose heliacal rising was the basis for the Solar Egyptian calendar, Sah was closely linked with Sopdet, the goddess who personified Sirius. The god Sopdu is said to be the son of Sah and Sopdet. Sah is syncretized with Osiris, while Sopdet is syncretized with Osiris' mythological wife, Isis. In the Pyramid Texts, from the 24th and 23rd centuries BC, Sah is one of many gods whose form the dead pharaoh is said to take in the afterlife. The Armenians identified their legendary patriarch and founder Hayk with Orion. Hayk is also the name of the Orion constellation in the Armenian translation of the Bible. The Bible mentions Orion three times, naming it "Kesil" (כסיל, literally – fool). Though, this name perhaps is etymologically connected with "Kislev", the name for the ninth month of the Hebrew calendar (i.e. November–December), which, in turn, may derive from the Hebrew root K-S-L as in the words "kesel, kisla" (כֵּסֶל, כִּסְלָה, hope, positiveness), i.e. hope for winter rains.: Job 9:9 ("He is the maker of the Bear and Orion"), Job 38:31 ("Can you loosen Orion's belt?"), and Amos 5:8 ("He who made the Pleiades and Orion"). In ancient Aram, the constellation was known as Nephîlā′, the Nephilim are said to be Orion's descendants. In medieval Muslim astronomy, Orion was known as al-jabbar, "the giant". Orion's sixth brightest star, Saiph, is named from the Arabic, saif al-jabbar, meaning "sword of the giant". In China, Orion was one of the 28 lunar mansions Sieu (Xiù) (宿). It is known as Shen (參), literally meaning "three", for the stars of Orion's Belt. The Chinese character 參 (pinyin shēn) originally meant the constellation Orion (Chinese: 參宿; pinyin: shēnxiù); its Shang dynasty version, over three millennia old, contains at the top a representation of the three stars of Orion's Belt atop a man's head (the bottom portion representing the sound of the word was added later). The Rigveda refers to the constellation as Mriga (the Deer). Nataraja, "the cosmic dancer", is often interpreted as the representation of Orion. Rudra, the Rigvedic form of Shiva, is the presiding deity of Ardra nakshatra (Betelgeuse) of Hindu astrology. The Jain Symbol carved in the Udayagiri and Khandagiri Caves, India in 1st century BCE has a striking resemblance with Orion. Bugis sailors identified the three stars in Orion's Belt as tanra tellué, meaning "sign of three". The Seri people of northwestern Mexico call the three stars in Orion's Belt Hapj (a name denoting a hunter) which consists of three stars: Hap (mule deer), Haamoja (pronghorn), and Mojet (bighorn sheep). Hap is in the middle and has been shot by the hunter; its blood has dripped onto Tiburón Island. The same three stars are known in Spain and most of Latin America as "Las tres Marías" (Spanish for "The Three Marys"). In Puerto Rico, the three stars are known as the "Los Tres Reyes Magos" (Spanish for The Three Wise Men). The Ojibwa/Chippewa Native Americans call this constellation Mesabi for Big Man. To the Lakota Native Americans, Tayamnicankhu (Orion's Belt) is the spine of a bison. The great rectangle of Orion is the bison's ribs; the Pleiades star cluster in nearby Taurus is the bison's head; and Sirius in Canis Major, known as Tayamnisinte, is its tail. Another Lakota myth mentions that the bottom half of Orion, the Constellation of the Hand, represented the arm of a chief that was ripped off by the Thunder People as a punishment from the gods for his selfishness. His daughter offered to marry the person who can retrieve his arm from the sky, so the young warrior Fallen Star (whose father was a star and whose mother was human) returned his arm and married his daughter, symbolizing harmony between the gods and humanity with the help of the younger generation. The index finger is represented by Rigel; the Orion Nebula is the thumb; the Belt of Orion is the wrist; and the star Beta Eridani is the pinky finger. The seven primary stars of Orion make up the Polynesian constellation Heiheionakeiki which represents a child's string figure similar to a cat's cradle. Several precolonial Filipinos referred to the belt region in particular as "balatik" (ballista) as it resembles a trap of the same name which fires arrows by itself and is usually used for catching pigs from the bush. Spanish colonization later led to some ethnic groups referring to Orion's Belt as "Tres Marias" or "Tatlong Maria." In Māori tradition, the star Rigel (known as Puanga or Puaka) is closely connected with the celebration of Matariki. The rising of Matariki (the Pleiades) and Rigel before sunrise in midwinter marks the start of the Māori year. In Javanese culture, the constellation is often called Lintang Waluku or Bintang Bajak, referring to the shape of a paddy field plow. The imagery of the Belt and Sword has found its way into popular Western culture, for example in the form of the shoulder insignia of the 27th Infantry Division of the United States Army during both World Wars, probably owing to a pun on the name of the division's first commander, Major General John F. O'Ryan. The film distribution company Orion Pictures used the constellation as its logo. In artistic renderings, the surrounding constellations are sometimes related to Orion: he is depicted standing next to the river Eridanus with his two hunting dogs Canis Major and Canis Minor, fighting Taurus. He is sometimes depicted hunting Lepus the hare. He sometimes is depicted to have a lion's hide in his hand. There are alternative ways to visualise Orion. From the Southern Hemisphere, Orion is oriented south-upward, and the Belt and Sword are sometimes called the saucepan or pot in Australia and New Zealand. Orion's Belt is called Drie Konings (Three Kings) or the Drie Susters (Three Sisters) by Afrikaans speakers in South Africa and are referred to as les Trois Rois (the Three Kings) in Daudet's Lettres de Mon Moulin (1866). The appellation Driekoningen (the Three Kings) is also often found in 17th and 18th-century Dutch star charts and seaman's guides. The same three stars are known in Spain, Latin America, and the Philippines as "Las Tres Marías" (The Three Marys), and as "Los Tres Reyes Magos" (The Three Wise Men) in Puerto Rico. Even traditional depictions of Orion have varied greatly. Cicero drew Orion in a similar fashion to the modern depiction. The Hunter held an unidentified animal skin aloft in his right hand; his hand was represented by Omicron2 Orionis and the skin was represented by the five stars designated Pi Orionis. Saiph and Rigel represented his left and right knees, while Eta Orionis and Lambda Leporis were his left and right feet, respectively. As in the modern depiction, Mintaka, Alnilam, and Alnitak represented his Belt. His left shoulder was represented by Betelgeuse, and Mu Orionis made up his left arm. Meissa was his head, and Bellatrix his right shoulder. The depiction of Hyginus was similar to that of Cicero, though the two differed in a few important areas. Cicero's animal skin became Hyginus's shield (Omicron and Pi Orionis), and instead of an arm marked out by Mu Orionis, he holds a club (Chi Orionis). His right leg is represented by Theta Orionis and his left leg is represented by Lambda, Mu, and Epsilon Leporis. Further Western European and Arabic depictions have followed these two models. Future Orion is located on the celestial equator, but it will not always be so located due to the effects of precession of the Earth's axis. Orion lies well south of the ecliptic, and it only happens to lie on the celestial equator because the point on the ecliptic that corresponds to the June solstice is close to the border of Gemini and Taurus, to the north of Orion. Precession will eventually carry Orion further south, and by AD 14000, Orion will be far enough south that it will no longer be visible from the latitude of Great Britain. Further in the future, Orion's stars will gradually move away from the constellation due to proper motion. However, Orion's brightest stars all lie at a large distance from Earth on an astronomical scale—much farther away than Sirius, for example. Orion will still be recognizable long after most of the other constellations—composed of relatively nearby stars—have distorted into new configurations, with the exception of a few of its stars eventually exploding as supernovae, for example Betelgeuse, which is predicted to explode sometime in the next million years. See also References External links |
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[SOURCE: https://techcrunch.com/tag/amazon/] | [TOKENS: 373] |
Save up to $680 on your pass with Super Early Bird rates. REGISTER NOW. Save up to $680 on your Disrupt 2026 pass. Ends February 27. REGISTER NOW. Latest AI Amazon Apps Biotech & Health Climate Cloud Computing Commerce Crypto Enterprise EVs Fintech Fundraising Gadgets Gaming Google Government & Policy Hardware Instagram Layoffs Media & Entertainment Meta Microsoft Privacy Robotics Security Social Space Startups TikTok Transportation Venture Staff Events Startup Battlefield StrictlyVC Newsletters Podcasts Videos Partner Content TechCrunch Brand Studio Crunchboard Contact Us Amazon Amazon’s lofty ambitions across retail, cloud computing and now AI remain in place as it continues to be among the biggest players in e-commerce. The company, like many others, is deploying AI features and services across its offerings like hosting generative AI models within AWS or adding AI voice search to its smart devices, with TechCrunch particularly covering its efforts within the cloud computing and enterprise spaces. Save up to $680 on your pass before February 27.Meet investors. Discover your next portfolio company. Hear from 250+ tech leaders, dive into 200+ sessions, and explore 300+ startups building what’s next. Don’t miss these one-time savings. Most Popular FBI says ATM ‘jackpotting’ attacks are on the rise, and netting hackers millions in stolen cash Meta’s own research found parental supervision doesn’t really help curb teens’ compulsive social media use How Ricursive Intelligence raised $335M at a $4B valuation in 4 months After all the hype, some AI experts don’t think OpenClaw is all that exciting OpenClaw creator Peter Steinberger joins OpenAI Hollywood isn’t happy about the new Seedance 2.0 video generator The great computer science exodus (and where students are going instead) © 2025 TechCrunch Media LLC. |
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[SOURCE: https://en.wikipedia.org/wiki/Orion_(constellation)#Head] | [TOKENS: 4993] |
Contents Orion (constellation) Orion is a prominent set of stars visible during winter in the northern celestial hemisphere. It is one of the 88 modern constellations; it was among the 48 constellations listed by the 2nd-century AD/CE astronomer Ptolemy. It is named after a hunter in Greek mythology. Orion is most prominent during winter evenings in the Northern Hemisphere, as are five other constellations that have stars in the Winter Hexagon asterism. Orion's two brightest stars, Rigel (β) and Betelgeuse (α), are both among the brightest stars in the night sky; both are supergiants and slightly variable. There are a further six stars brighter than magnitude 3.0, including three making the short straight line of the Orion's Belt asterism. Orion also hosts the radiant of the annual Orionids, the strongest meteor shower associated with Halley's Comet, and the Orion Nebula, one of the brightest nebulae in the sky. Characteristics Orion is bordered by Taurus to the northwest, Eridanus to the southwest, Lepus to the south, Monoceros to the east, and Gemini to the northeast. Covering 594 square degrees, Orion ranks 26th of the 88 constellations in size. The constellation boundaries, as set by Belgian astronomer Eugène Delporte in 1930, are defined by a polygon of 26 sides. In the equatorial coordinate system, the right ascension coordinates of these borders lie between 04h 43.3m and 06h 25.5m , while the declination coordinates are between 22.87° and −10.97°. The constellation's three-letter abbreviation, as adopted by the International Astronomical Union in 1922, is "Ori". Orion is most visible in the evening sky from January to April, winter in the Northern Hemisphere, and summer in the Southern Hemisphere. In the tropics (less than about 8° from the equator), the constellation transits at the zenith. From May to July (summer in the Northern Hemisphere, winter in the Southern Hemisphere), Orion is in the daytime sky and thus invisible at most latitudes. However, for much of Antarctica in the Southern Hemisphere's winter months, the Sun is below the horizon even at midday. Stars (and thus Orion, but only the brightest stars) are then visible at twilight for a few hours around local noon, just in the brightest section of the sky low in the North where the Sun is just below the horizon. At the same time of day at the South Pole itself (Amundsen–Scott South Pole Station), Rigel is only 8° above the horizon, and the Belt sweeps just along it. In the Southern Hemisphere's summer months, when Orion is normally visible in the night sky, the constellation is actually not visible in Antarctica because the Sun does not set at that time of year south of the Antarctic Circle. In countries close to the equator (e.g. Kenya, Indonesia, Colombia, Ecuador), Orion appears overhead in December around midnight and in the February evening sky. Navigational aid Orion is very useful as an aid to locating other stars. By extending the line of the Belt southeastward, Sirius (α CMa) can be found; northwestward, Aldebaran (α Tau). A line eastward across the two shoulders indicates the direction of Procyon (α CMi). A line from Rigel through Betelgeuse points to Castor and Pollux (α Gem and β Gem). Additionally, Rigel is part of the Winter Circle asterism. Sirius and Procyon, which may be located from Orion by following imaginary lines (see map), also are points in both the Winter Triangle and the Circle. Features Orion's seven brightest stars form a distinctive hourglass-shaped asterism, or pattern, in the night sky. Four stars—Rigel, Betelgeuse, Bellatrix, and Saiph—form a large roughly rectangular shape, at the center of which lie the three stars of Orion's Belt—Alnitak, Alnilam, and Mintaka. His head is marked by an additional eighth star called Meissa, which is fairly bright to the observer. Descending from the Belt is a smaller line of three stars, Orion's Sword (the middle of which is in fact not a star but the Orion Nebula), also known as the hunter's sword. Many of the stars are luminous hot blue supergiants, with the stars of the Belt and Sword forming the Orion OB1 association. Standing out by its red hue, Betelgeuse may nevertheless be a runaway member of the same group. Orion's Belt, or The Belt of Orion, is an asterism within the constellation. It consists of three bright stars: Alnitak (Zeta Orionis), Alnilam (Epsilon Orionis), and Mintaka (Delta Orionis). Alnitak is around 800 light-years away from Earth, 100,000 times more luminous than the Sun, and shines with a magnitude of 1.8; much of its radiation is in the ultraviolet range, which the human eye cannot see. Alnilam is approximately 2,000 light-years from Earth, shines with a magnitude of 1.70, and with an ultraviolet light that is 375,000 times more luminous than the Sun. Mintaka is 915 light-years away and shines with a magnitude of 2.21. It is 90,000 times more luminous than the Sun and is a double star: the two orbit each other every 5.73 days. In the Northern Hemisphere, Orion's Belt is best visible in the night sky during the month of January at around 9:00 pm, when it is approximately around the local meridian. Just southwest of Alnitak lies Sigma Orionis, a multiple star system composed of five stars that have a combined apparent magnitude of 3.7 and lying at a distance of 1150 light-years. Southwest of Mintaka lies the quadruple star Eta Orionis. Orion's Sword contains the Orion Nebula, the Messier 43 nebula, Sh 2-279 (also known as the Running Man Nebula), and the stars Theta Orionis, Iota Orionis, and 42 Orionis. Three stars comprise a small triangle that marks the head. The apex is marked by Meissa (Lambda Orionis), a hot blue giant of spectral type O8 III and apparent magnitude 3.54, which lies some 1100 light-years distant. Phi-1 and Phi-2 Orionis make up the base. Also nearby is the young star FU Orionis. Stretching north from Betelgeuse are the stars that make up Orion's club. Mu Orionis marks the elbow, Nu and Xi mark the handle of the club, and Chi1 and Chi2 mark the end of the club. Just east of Chi1 is the Mira-type variable red giant star U Orionis. West from Bellatrix lie six stars all designated Pi Orionis (π1 Ori, π2 Ori, π3 Ori, π4 Ori, π5 Ori, and π6 Ori) which make up Orion's shield. Around 20 October each year, the Orionid meteor shower (Orionids) reaches its peak. Coming from the border with the constellation Gemini, as many as 20 meteors per hour can be seen. The shower's parent body is Halley's Comet. Hanging from Orion's Belt is his sword, consisting of the multiple stars θ1 and θ2 Orionis, called the Trapezium and the Orion Nebula (M42). This is a spectacular object that can be clearly identified with the naked eye as something other than a star. Using binoculars, its clouds of nascent stars, luminous gas, and dust can be observed. The Trapezium cluster has many newborn stars, including several brown dwarfs, all of which are at an approximate distance of 1,500 light-years. Named for the four bright stars that form a trapezoid, it is largely illuminated by the brightest stars, which are only a few hundred thousand years old. Observations by the Chandra X-ray Observatory show both the extreme temperatures of the main stars—up to 60,000 kelvins—and the star forming regions still extant in the surrounding nebula. M78 (NGC 2068) is a nebula in Orion. With an overall magnitude of 8.0, it is significantly dimmer than the Great Orion Nebula that lies to its south; however, it is at approximately the same distance, at 1600 light-years from Earth. It can easily be mistaken for a comet in the eyepiece of a telescope. M78 is associated with the variable star V351 Orionis, whose magnitude changes are visible in very short periods of time. Another fairly bright nebula in Orion is NGC 1999, also close to the Great Orion Nebula. It has an integrated magnitude of 10.5 and is 1500 light-years from Earth. The variable star V380 Orionis is embedded in NGC 1999. Another famous nebula is IC 434, the Horsehead Nebula, near Alnitak (Zeta Orionis). It contains a dark dust cloud whose shape gives the nebula its name. NGC 2174 is an emission nebula located 6400 light-years from Earth. Besides these nebulae, surveying Orion with a small telescope will reveal a wealth of interesting deep-sky objects, including M43, M78, and multiple stars including Iota Orionis and Sigma Orionis. A larger telescope may reveal objects such as the Flame Nebula (NGC 2024), as well as fainter and tighter multiple stars and nebulae. Barnard's Loop can be seen on very dark nights or using long-exposure photography. All of these nebulae are part of the larger Orion molecular cloud complex, which is located approximately 1,500 light-years away and is hundreds of light-years across. Due to its proximity, it is one of the most intense regions of stellar formation visible from Earth. The Orion molecular cloud complex forms the eastern part of an even larger structure, the Orion–Eridanus Superbubble, which is visible in X-rays and in hydrogen emissions. History and mythology The distinctive pattern of Orion is recognized in numerous cultures around the world, and many myths are associated with it. Orion is used as a symbol in the modern world. In Siberia, the Chukchi people see Orion as a hunter; an arrow he has shot is represented by Aldebaran (Alpha Tauri), with the same figure as other Western depictions. In Greek mythology, Orion was a gigantic, supernaturally strong hunter, born to Euryale, a Gorgon, and Poseidon (Neptune), god of the sea. One myth recounts Gaia's rage at Orion, who dared to say that he would kill every animal on Earth. The angry goddess tried to dispatch Orion with a scorpion. This is given as the reason that the constellations of Scorpius and Orion are never in the sky at the same time. However, Ophiuchus, the Serpent Bearer, revived Orion with an antidote. This is said to be the reason that the constellation of Ophiuchus stands midway between the Scorpion and the Hunter in the sky. The constellation is mentioned in Horace's Odes (Ode 3.27.18), Homer's Odyssey (Book 5, line 283) and Iliad, and Virgil's Aeneid (Book 1, line 535). In old Hungarian tradition, Orion is known as "Archer" (Íjász), or "Reaper" (Kaszás). In recently rediscovered myths, he is called Nimrod (Hungarian: Nimród), the greatest hunter, father of the twins Hunor and Magor. The π and o stars (on upper right) form together the reflex bow or the lifted scythe. In other Hungarian traditions, Orion's Belt is known as "Judge's stick" (Bírópálca). In Ireland and Scotland, Orion was called An Bodach, a figure from Irish folklore whose name literally means "the one with a penis [bod]" and was the husband of the Cailleach (hag). In Scandinavian tradition, Orion's Belt was known as "Frigg's Distaff" (friggerock) or "Freyja's distaff". The Finns call Orion's Belt and the stars below it "Väinämöinen's scythe" (Väinämöisen viikate). Another name for the asterism of Alnilam, Alnitak, and Mintaka is "Väinämöinen's Belt" (Väinämöisen vyö) and the stars "hanging" from the Belt as "Kaleva's sword" (Kalevanmiekka). There are claims in popular media that the Adorant from the Geißenklösterle cave, an ivory carving estimated to be 35,000 to 40,000 years old, is the first known depiction of the constellation. Scholars dismiss such interpretations, saying that perceived details such as a belt and sword derive from preexisting features in the grain structure of the ivory. The Babylonian star catalogues of the Late Bronze Age name Orion MULSIPA.ZI.AN.NA,[note 1] "The Heavenly Shepherd" or "True Shepherd of Anu" – Anu being the chief god of the heavenly realms. The Babylonian constellation is sacred to Papshukal and Ninshubur, both minor gods fulfilling the role of "messenger to the gods". Papshukal is closely associated with the figure of a walking bird on Babylonian boundary stones, and on the star map the figure of the Rooster is located below and behind the figure of the True Shepherd—both constellations represent the herald of the gods, in his bird and human forms respectively. In ancient Egypt, the stars of Orion were regarded as a god, called Sah. Because Orion rises before Sirius, the star whose heliacal rising was the basis for the Solar Egyptian calendar, Sah was closely linked with Sopdet, the goddess who personified Sirius. The god Sopdu is said to be the son of Sah and Sopdet. Sah is syncretized with Osiris, while Sopdet is syncretized with Osiris' mythological wife, Isis. In the Pyramid Texts, from the 24th and 23rd centuries BC, Sah is one of many gods whose form the dead pharaoh is said to take in the afterlife. The Armenians identified their legendary patriarch and founder Hayk with Orion. Hayk is also the name of the Orion constellation in the Armenian translation of the Bible. The Bible mentions Orion three times, naming it "Kesil" (כסיל, literally – fool). Though, this name perhaps is etymologically connected with "Kislev", the name for the ninth month of the Hebrew calendar (i.e. November–December), which, in turn, may derive from the Hebrew root K-S-L as in the words "kesel, kisla" (כֵּסֶל, כִּסְלָה, hope, positiveness), i.e. hope for winter rains.: Job 9:9 ("He is the maker of the Bear and Orion"), Job 38:31 ("Can you loosen Orion's belt?"), and Amos 5:8 ("He who made the Pleiades and Orion"). In ancient Aram, the constellation was known as Nephîlā′, the Nephilim are said to be Orion's descendants. In medieval Muslim astronomy, Orion was known as al-jabbar, "the giant". Orion's sixth brightest star, Saiph, is named from the Arabic, saif al-jabbar, meaning "sword of the giant". In China, Orion was one of the 28 lunar mansions Sieu (Xiù) (宿). It is known as Shen (參), literally meaning "three", for the stars of Orion's Belt. The Chinese character 參 (pinyin shēn) originally meant the constellation Orion (Chinese: 參宿; pinyin: shēnxiù); its Shang dynasty version, over three millennia old, contains at the top a representation of the three stars of Orion's Belt atop a man's head (the bottom portion representing the sound of the word was added later). The Rigveda refers to the constellation as Mriga (the Deer). Nataraja, "the cosmic dancer", is often interpreted as the representation of Orion. Rudra, the Rigvedic form of Shiva, is the presiding deity of Ardra nakshatra (Betelgeuse) of Hindu astrology. The Jain Symbol carved in the Udayagiri and Khandagiri Caves, India in 1st century BCE has a striking resemblance with Orion. Bugis sailors identified the three stars in Orion's Belt as tanra tellué, meaning "sign of three". The Seri people of northwestern Mexico call the three stars in Orion's Belt Hapj (a name denoting a hunter) which consists of three stars: Hap (mule deer), Haamoja (pronghorn), and Mojet (bighorn sheep). Hap is in the middle and has been shot by the hunter; its blood has dripped onto Tiburón Island. The same three stars are known in Spain and most of Latin America as "Las tres Marías" (Spanish for "The Three Marys"). In Puerto Rico, the three stars are known as the "Los Tres Reyes Magos" (Spanish for The Three Wise Men). The Ojibwa/Chippewa Native Americans call this constellation Mesabi for Big Man. To the Lakota Native Americans, Tayamnicankhu (Orion's Belt) is the spine of a bison. The great rectangle of Orion is the bison's ribs; the Pleiades star cluster in nearby Taurus is the bison's head; and Sirius in Canis Major, known as Tayamnisinte, is its tail. Another Lakota myth mentions that the bottom half of Orion, the Constellation of the Hand, represented the arm of a chief that was ripped off by the Thunder People as a punishment from the gods for his selfishness. His daughter offered to marry the person who can retrieve his arm from the sky, so the young warrior Fallen Star (whose father was a star and whose mother was human) returned his arm and married his daughter, symbolizing harmony between the gods and humanity with the help of the younger generation. The index finger is represented by Rigel; the Orion Nebula is the thumb; the Belt of Orion is the wrist; and the star Beta Eridani is the pinky finger. The seven primary stars of Orion make up the Polynesian constellation Heiheionakeiki which represents a child's string figure similar to a cat's cradle. Several precolonial Filipinos referred to the belt region in particular as "balatik" (ballista) as it resembles a trap of the same name which fires arrows by itself and is usually used for catching pigs from the bush. Spanish colonization later led to some ethnic groups referring to Orion's Belt as "Tres Marias" or "Tatlong Maria." In Māori tradition, the star Rigel (known as Puanga or Puaka) is closely connected with the celebration of Matariki. The rising of Matariki (the Pleiades) and Rigel before sunrise in midwinter marks the start of the Māori year. In Javanese culture, the constellation is often called Lintang Waluku or Bintang Bajak, referring to the shape of a paddy field plow. The imagery of the Belt and Sword has found its way into popular Western culture, for example in the form of the shoulder insignia of the 27th Infantry Division of the United States Army during both World Wars, probably owing to a pun on the name of the division's first commander, Major General John F. O'Ryan. The film distribution company Orion Pictures used the constellation as its logo. In artistic renderings, the surrounding constellations are sometimes related to Orion: he is depicted standing next to the river Eridanus with his two hunting dogs Canis Major and Canis Minor, fighting Taurus. He is sometimes depicted hunting Lepus the hare. He sometimes is depicted to have a lion's hide in his hand. There are alternative ways to visualise Orion. From the Southern Hemisphere, Orion is oriented south-upward, and the Belt and Sword are sometimes called the saucepan or pot in Australia and New Zealand. Orion's Belt is called Drie Konings (Three Kings) or the Drie Susters (Three Sisters) by Afrikaans speakers in South Africa and are referred to as les Trois Rois (the Three Kings) in Daudet's Lettres de Mon Moulin (1866). The appellation Driekoningen (the Three Kings) is also often found in 17th and 18th-century Dutch star charts and seaman's guides. The same three stars are known in Spain, Latin America, and the Philippines as "Las Tres Marías" (The Three Marys), and as "Los Tres Reyes Magos" (The Three Wise Men) in Puerto Rico. Even traditional depictions of Orion have varied greatly. Cicero drew Orion in a similar fashion to the modern depiction. The Hunter held an unidentified animal skin aloft in his right hand; his hand was represented by Omicron2 Orionis and the skin was represented by the five stars designated Pi Orionis. Saiph and Rigel represented his left and right knees, while Eta Orionis and Lambda Leporis were his left and right feet, respectively. As in the modern depiction, Mintaka, Alnilam, and Alnitak represented his Belt. His left shoulder was represented by Betelgeuse, and Mu Orionis made up his left arm. Meissa was his head, and Bellatrix his right shoulder. The depiction of Hyginus was similar to that of Cicero, though the two differed in a few important areas. Cicero's animal skin became Hyginus's shield (Omicron and Pi Orionis), and instead of an arm marked out by Mu Orionis, he holds a club (Chi Orionis). His right leg is represented by Theta Orionis and his left leg is represented by Lambda, Mu, and Epsilon Leporis. Further Western European and Arabic depictions have followed these two models. Future Orion is located on the celestial equator, but it will not always be so located due to the effects of precession of the Earth's axis. Orion lies well south of the ecliptic, and it only happens to lie on the celestial equator because the point on the ecliptic that corresponds to the June solstice is close to the border of Gemini and Taurus, to the north of Orion. Precession will eventually carry Orion further south, and by AD 14000, Orion will be far enough south that it will no longer be visible from the latitude of Great Britain. Further in the future, Orion's stars will gradually move away from the constellation due to proper motion. However, Orion's brightest stars all lie at a large distance from Earth on an astronomical scale—much farther away than Sirius, for example. Orion will still be recognizable long after most of the other constellations—composed of relatively nearby stars—have distorted into new configurations, with the exception of a few of its stars eventually exploding as supernovae, for example Betelgeuse, which is predicted to explode sometime in the next million years. See also References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Birthday#Sikh_gurus] | [TOKENS: 4101] |
Contents Birthday A birthday is the anniversary of the birth of a person or the figurative birth of an institution. Birthdays of people are celebrated in numerous cultures, often with birthday gifts, birthday cards, a birthday party, or a rite of passage. Many religions celebrate the birth of their founders or religious figures with special holidays (e.g. Christmas, Mawlid, Buddha's Birthday, Krishna Janmashtami, and Gurpurb). There is a distinction between birthday and birthdate (also known as date of birth): the former, except for February 29, occurs each year (e.g. January 15), while the latter is the complete date when a person was born (e.g. January 15, 2001). Coming of age In most legal systems, one becomes a legal adult on a particular birthday when they reach the age of majority (usually between 12 and 21), and reaching age-specific milestones confers particular rights and responsibilities. At certain ages, one may become eligible to leave full-time education, become subject to military conscription or to enlist in the military, to consent to sexual intercourse, to marry with parental consent, to marry without parental consent, to vote, to run for elected office, to legally purchase (or consume) alcohol and tobacco products, to purchase lottery tickets, or to obtain a driver's licence. The age of majority is when minors cease to legally be considered children and assume control over their persons, actions, and decisions, thereby terminating the legal control and responsibilities of their parents or guardians over and for them. Most countries set the age of majority at 18, though it varies by jurisdiction. Many cultures celebrate a coming of age birthday when a person reaches a particular year of life. Some cultures celebrate landmark birthdays in early life or old age. In many cultures and jurisdictions, if a person's real birthday is unknown (for example, if they are an orphan), their birthday may be adopted or assigned to a specific day of the year, such as January 1. Racehorses are reckoned to become one year old in the year following their birth on January 1 in the Northern Hemisphere and August 1 in the Southern Hemisphere.[relevant?] Birthday parties In certain parts of the world, an individual's birthday is celebrated by a party featuring a specially made cake. Presents are bestowed on the individual by the guests appropriate to their age. Other birthday activities may include entertainment (sometimes by a hired professional, i.e., a clown, magician, or musician) and a special toast or speech by the birthday celebrant. The last stanza of Patty Hill's and Mildred Hill's famous song, "Good Morning to You" (unofficially titled "Happy Birthday to You") is typically sung by the guests at some point in the proceedings. In some countries, a piñata takes the place of a cake. The birthday cake may be decorated with lettering and the person's age, or studded with the same number of lit candles as the age of the individual. The celebrated individual may make a silent wish and attempt to blow out the candles in one breath; if successful, superstition holds that the wish will be granted. In many cultures, the wish must be kept secret or it will not "come true". Birthdays as holidays Historically significant people's birthdays, such as national heroes or founders, are often commemorated by an official holiday marking the anniversary of their birth. Some notables, particularly monarchs, have an official birthday on a fixed day of the year, which may not necessarily match the day of their birth, but on which celebrations are held. In Mahayana Buddhism, many monasteries celebrate the anniversary of Buddha's birth, usually in a highly formal, ritualized manner. They treat Buddha's statue as if it was Buddha himself as if he were alive; bathing, and "feeding" him. Jesus Christ's traditional birthday is celebrated as Christmas Eve or Christmas Day around the world, on December 24 or 25, respectively. As some Eastern churches use the Julian calendar, December 25 will fall on January 7 in the Gregorian calendar. These dates are traditional and have no connection with Jesus's actual birthday, which is not recorded in the Gospels. Similarly, the birthdays of the Virgin Mary and John the Baptist are liturgically celebrated on September 8 and June 24, especially in the Roman Catholic and Eastern Orthodox traditions (although for those Eastern Orthodox churches using the Julian calendar the corresponding Gregorian dates are September 21 and July 7 respectively). As with Christmas, the dates of these celebrations are traditional and probably have no connection with the actual birthdays of these individuals. Catholic saints are remembered by a liturgical feast on the anniversary of their "birth" into heaven a.k.a. their day of death. In Hinduism, Ganesh Chaturthi is a festival celebrating the birth of the elephant-headed deity Ganesha in extensive community celebrations and at home. Figurines of Ganesha are made for the holiday and are widely sold. Sikhs celebrate the anniversary of the birth of Guru Nanak and other Sikh gurus, which is known as Gurpurb. Mawlid is the anniversary of the birth of Muhammad and is celebrated on the 12th or 17th day of Rabi' al-awwal by adherents of Sunni and Shia Islam respectively. These are the two most commonly accepted dates of birth of Muhammad. However, there is much controversy regarding the permissibility of celebrating Mawlid, as some Muslims judge the custom as an unacceptable practice according to Islamic tradition. In Iran, Mother's Day is celebrated on the birthday of Fatima al-Zahra, the daughter of Muhammad. Banners reading Ya Fatima ("O Fatima") are displayed on government buildings, private buildings, public streets and car windows. Religious views In Judaism, rabbis are divided about celebrating this custom, although the majority of the faithful accept it. In the Torah, the only mention of a birthday is the celebration of Pharaoh's birthday in Egypt (Genesis 40:20). Although the birthday of Jesus of Nazareth is celebrated as a Christian holiday on December 25, historically the celebrating of an individual person's birthday has been subject to theological debate. Early Christians, notes The World Book Encyclopedia, "considered the celebration of anyone's birth to be a pagan custom." Origen, in his commentary "On Levites," wrote that Christians should not only refrain from celebrating their birthdays but should look at them with disgust as a pagan custom. A saint's day was typically celebrated on the anniversary of their martyrdom or death, considered the occasion of or preparation for their entrance into Heaven or the New Jerusalem. Ordinary folk in the Middle Ages celebrated their saint's day (the saint they were named after), but nobility celebrated the anniversary of their birth.[citation needed] The "Squire's Tale", one of Chaucer's Canterbury Tales, opens as King Cambuskan proclaims a feast to celebrate his birthday. In the Modern era, the Catholic Church, the Eastern Orthodox Church and Protestantism, i.e. the three main branches of Christianity, as well as almost all Christian religious denominations, consider celebrating birthdays acceptable or at most a choice of the individual. An exception is Jehovah's Witnesses, who do not celebrate them for various reasons: in their interpretation this feast has pagan origins, was not celebrated by early Christians, is negatively expounded in the Holy Scriptures and has customs linked to superstition and magic. In some historically Roman Catholic and Eastern Orthodox countries,[a] it is common to have a 'name day', otherwise known as a 'Saint's day'. It is celebrated in much the same way as a birthday, but it is held on the official day of a saint with the same Christian name as the birthday person; the difference being that one may look up a person's name day in a calendar, or easily remember common name days (for example, John or Mary); however in pious traditions, the two were often made to concur by giving a newborn the name of a saint celebrated on its day of confirmation, more seldom one's birthday. Some are given the name of the religious feast of their christening's day or birthday, for example, Noel or Pascal (French for Christmas and "of Easter"); as another example, Togliatti was given Palmiro as his first name because he was born on Palm Sunday. The birthday does not reflect Islamic tradition, and because of this, the majority of Muslims refrain from celebrating it. Others do not object, as long as it is not accompanied by behavior contrary to Islamic tradition. A good portion of Muslims (and Arab Christians) who have emigrated to the United States and Europe celebrate birthdays as customary, especially for children, while others abstain. Hindus celebrate the birth anniversary day every year when the day that corresponds to the lunar month or solar month (Sun Signs Nirayana System – Sourava Mana Masa) of birth and has the same asterism (Star/Nakshatra) as that of the date of birth. That age is reckoned whenever Janma Nakshatra of the same month passes. Hindus regard death to be more auspicious than birth, since the person is liberated from the bondages of material society. Also, traditionally, rituals and prayers for the departed are observed on the 5th and 11th days, with many relatives gathering. Historical and cultural perspectives According to Herodotus (5th century BC), of all the days in the year, the one which the Persians celebrate most is their birthday. It was customary to have the board furnished on that day with an ampler supply than common: the richer people eat wholly baked cow, horse, camel, or donkey (Greek: ὄνον), while the poorer classes use instead the smaller kinds of cattle. On his birthday, the king anointed his head and presented gifts to the Persians. According to the law of the Royal Supper, on that day "no one should be refused a request". The rule for drinking was "No restrictions". In ancient Rome, a birthday (dies natalis) was originally an act of religious cultivation (cultus). A dies natalis was celebrated annually for a temple on the day of its founding, and the term is still used sometimes for the anniversary of an institution such as a university. The temple founding day might become the "birthday" of the deity housed there. March 1, for example, was celebrated as the birthday of the god Mars. Each human likewise had a natal divinity, the guardian spirit called the Genius, or sometimes the Juno for a woman, who was owed religious devotion on the day of birth, usually in the household shrine (lararium). The decoration of a lararium often shows the Genius in the role of the person carrying out the rites. A person marked their birthday with ritual acts that might include lighting an altar, saying prayers, making vows (vota), anointing and wreathing a statue of the Genius, or sacrificing to a patron deity. Incense, cakes, and wine were common offerings. Celebrating someone else's birthday was a way to show affection, friendship, or respect. In exile, the poet Ovid, though alone, celebrated not only his own birthday rite but that of his far distant wife. Birthday parties affirmed social as well as sacred ties. One of the Vindolanda tablets is an invitation to a birthday party from the wife of one Roman officer to the wife of another. Books were a popular birthday gift, sometimes handcrafted as a luxury edition or composed especially for the person honored. Birthday poems are a minor but distinctive genre of Latin literature. The banquets, libations, and offerings or gifts that were a regular part of most Roman religious observances thus became part of birthday celebrations for individuals. A highly esteemed person would continue to be celebrated on their birthday after death, in addition to the several holidays on the Roman calendar for commemorating the dead collectively. Birthday commemoration was considered so important that money was often bequeathed to a social organization to fund an annual banquet in the deceased's honor. The observance of a patron's birthday or the honoring of a political figure's Genius was one of the religious foundations for imperial cult or so-called "emperor worship." The Chinese word for "year(s) old" (t 歲, s 岁, suì) is entirely different from the usual word for "year(s)" (年, nián), reflecting the former importance of Chinese astrology and the belief that one's fate was bound to the stars imagined to be in opposition to the planet Jupiter at the time of one's birth. The importance of this duodecennial orbital cycle only survives in popular culture as the 12 animals of the Chinese zodiac, which change each Chinese New Year and may be used as a theme for some gifts or decorations. Because of the importance attached to the influence of these stars in ancient China and throughout the Sinosphere, East Asian age reckoning previously began with one at birth and then added years at each Chinese New Year, so that it formed a record of the suì one had lived through rather than of the exact amount of time from one's birth. This method—which can differ by as much as two years of age from other systems—is increasingly uncommon and is not used for official purposes in the PRC or on Taiwan, although the word suì is still used for describing age. Traditionally, Chinese birthdays—when celebrated—were reckoned using the lunisolar calendar, which varies from the Gregorian calendar by as much as a month forward or backward depending on the year. Celebrating the lunisolar birthday remains common on Taiwan while growing increasingly uncommon on the mainland. Birthday traditions reflected the culture's deep-seated focus on longevity and wordplay. From the homophony in some dialects between 酒 ("rice wine") and 久 (meaning "long" in the sense of time passing), osmanthus and other rice wines are traditional gifts for birthdays in China. Longevity noodles are another traditional food consumed on the day, although western-style birthday cakes are increasingly common among urban Chinese. Hongbaos—red envelopes stuffed with money, now especially the red 100 RMB notes—are the usual gift from relatives and close family friends for most children. Gifts for adults on their birthdays are much less common, although the birthday for each decade is a larger occasion that might prompt a large dinner and celebration. The Japanese reckoned their birthdays by the Chinese system until the Meiji Reforms. Celebrations remained uncommon or muted until after the American occupation that followed World War II.[citation needed] Children's birthday parties are the most important, typically celebrated with a cake, candles, and singing. Adults often just celebrate with their partner. In North Korea, the Day of the Sun, Kim Il Sung's birthday, is the most important public holiday of the country, and Kim Jong Il's birthday is celebrated as the Day of the Shining Star. North Koreans are not permitted to celebrate birthdays on July 8 and December 17 because these were the dates of the deaths of Kim Il Sung and Kim Jong Il, respectively. More than 100,000 North Koreans celebrate displaced birthdays on July 9 and December 18 instead to avoid these dates. A person born on July 8 before 1994 may change their birthday, with official recognition. South Korea was one of the last countries to use a form of East Asian age reckoning for many official purposes. Prior to June 2023, three systems were used together—"Korean ages" that start with 1 at birth and increase every January 1st with the Gregorian New Year, "year ages" that start with 0 at birth and otherwise increase the same way, and "actual ages" that start with 0 at birth and increase each birthday. First birthday celebrations was heavily celebrated, despite usually having little to do with the child's age. In June 2023, all Korean ages were set back at least one year, and official ages henceforth are reckoned only by birthdays. In Ghana, children wake up on their birthday to a special treat called oto, which is a patty made from mashed sweet potato and eggs fried in palm oil. Later they have a birthday party where they usually eat stew and rice and a dish known as kelewele, which is fried plantain chunks. Distribution through the year Birthdays are fairly evenly distributed throughout the year, with some seasonal effects. In the United States, there tend to be more births in September and October. This may be because there is a holiday season nine months before (the human gestation period is about nine months), or because the longest nights of the year also occur in the Northern Hemisphere nine months before. However, the holidays affect birth rates more than the winter: New Zealand, a Southern Hemisphere country, has the same September and October peak with no corresponding peak in March and April. The least common birthdays tend to fall around public holidays, such as Christmas, New Year's Day and fixed-date holidays such as Independence Day in the US, which falls on July 4. Between 1973 and 1999, September 16 was the most common birthday in the United States, and December 25 was the least common birthday (other than February 29 because of leap years). In 2011, October 5 and 6 were reported as the most frequently occurring birthdays. New Zealand's most common birthday is September 29, and the least common birthday is December 25. The ten most common birthdays all fall within a thirteen-day period, between September 22 and October 4. The ten least common birthdays (other than February 29) are December 24–27, January 1–2, February 6, March 22, April 1, and April 25. This is based on all live births registered in New Zealand between 1980 and 2017. Positive and negative associations with culturally significant dates may influence birth rates. The study shows a 5.3% decrease in spontaneous births and a 16.9% decrease in Caesarean births on Halloween, compared to dates occurring within one week before and one week after the October holiday. In contrast, on Valentine's Day, there is a 3.6% increase in spontaneous births and a 12.1% increase in Caesarean births. In Sweden, 9.3% of the population is born in March and 7.3% in November, when a uniform distribution would give 8.3%. In the Gregorian calendar (a common solar calendar), February in a leap year has 29 days instead of the usual 28, so the year lasts 366 days instead of the usual 365. A person born on February 29 may be called a "leapling" or a "leaper". In common years, they usually celebrate their birthdays on February 28. In some situations, March 1 is used as the birthday in a non-leap year since it is the day following February 28. Technically, a leapling will have fewer birthday anniversaries than their age in years. This phenomenon is exploited when a person claims to be only a quarter of their actual age, by counting their leap-year birthday anniversaries only. In Gilbert and Sullivan's 1879 comic opera The Pirates of Penzance, Frederic the pirate apprentice discovers that he is bound to serve the pirates until his 21st birthday rather than until his 21st year. For legal purposes, legal birthdays depend on how local laws count time intervals. An individual's Beddian birthday, named in tribute to firefighter Bobby Beddia, occurs during the year that their age matches the last two digits of the year they were born. Some studies show people are more likely to die on their birthdays, with explanations including excessive drinking, suicide, cardiovascular events due to high stress or happiness, efforts to postpone death for major social events, and death certificate paperwork errors. See also References Notes External links |
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[SOURCE: https://en.wikipedia.org/wiki/Grey_alien#bodyContent] | [TOKENS: 2835] |
Contents Grey alien Grey aliens, also referred to as Zeta Reticulans, Roswell Greys, or simply, Greys,[a] are purported extraterrestrial beings. They are frequently featured in claims of close encounter and alien abduction. Greys are typically described as having small, humanoid bodies, smooth, grey skin, disproportionately large, hairless heads, and large, black, almond-shaped eyes. The 1961 Barney and Betty Hill abduction claim was key to the popularization of Grey aliens. Precursor figures have been described in science fiction and similar descriptions appeared in later accounts of the 1947 Roswell UFO incident and early accounts of the 1948 Aztec UFO hoax. The Grey alien is cited an archetypal image of an intelligent non-human creature and extraterrestrial life in general, as well as an iconic trope of popular culture in the age of space exploration. Description Greys are typically depicted as grey-skinned, diminutive humanoid beings that possess reduced forms of, or completely lack, external human body parts such as noses, ears, or sex organs. Their bodies are usually depicted as being elongated, having a small chest, and lacking in muscular definition and visible skeletal structure. Their legs are depicted as being shorter and jointed differently from humans with limbs proportionally different from a human. Greys are depicted as having unusually large heads in proportion to their bodies, and as having no hair, no noticeable outer ears or noses, and small orifices for ears, nostrils, and mouths. In drawings, Greys are almost always shown with very large, opaque, black eyes, without eye whites. They are frequently described as shorter than average adult humans. The association between Grey aliens and Zeta Reticuli originated with the interpretation of a map drawn by Betty Hill by a school-teacher named Marjorie Fish sometime in 1969. Betty Hill, under hypnosis, had claimed to have been shown a map that displayed the aliens' home system and nearby stars. Upon learning of this, Fish attempted to create a model from a drawing produced by Hill, eventually determining that the stars marked as the aliens' home were Zeta Reticuli, a binary star system. History In literature, descriptions of beings similar to Grey aliens predate claims of supposed encounters with them. In 1893, H. G. Wells presented a description of humanity's future appearance in the article "The Man of the Year Million", describing humans as having no mouths, noses, or hair, and with large heads. In 1895, Wells also depicted the Eloi, a successor species to humanity, in similar terms in the novel The Time Machine. Both share many characteristics with future perceptions of Greys. As early as 1917, the occultist Aleister Crowley described a meeting with a "preternatural entity" named Lam that was similar in appearance to a modern Grey. Crowley claimed to have contacted Lam through a process called the "Amalantrah Workings," which he believed allowed humans to contact beings from outer space and across dimensions. Other occultists and ufologists, many of whom have retroactively linked Lam to later Grey encounters, have since described their own visitations from him, with one describing the being as a "cold, computer-like intelligence," and utterly beyond human comprehension. ...the creatures did not resemble any race of humans. They were short, shorter than the average Japanese, and their heads were big and bald, with strong, square foreheads, and very small noses and mouths, and weak chins. What was most extraordinary about them were the eyes—large, dark, gleaming, with a sharp gaze. They wore clothes made of soft grey fabric, and their limbs seemed to be similar to those of humans. In 1933, the Swedish novelist Gustav Sandgren, using the pen name Gabriel Linde, published a science fiction novel called Den okända faran (The Unknown Danger), in which he describes a race of extraterrestrials who wore clothes made of soft grey fabric and were short, with big bald heads, and large, dark, gleaming eyes. The novel, aimed at young readers, included illustrations of the imagined aliens. This description would become the template upon which the popular image of grey aliens is based. The conception remained a niche one until 1965, when newspaper reports of the Betty and Barney Hill abduction made the archetype famous. The alleged abductees, Betty and Barney Hill, claimed that in 1961, humanoid alien beings with greyish skin had abducted them and taken them to a flying saucer. In his 1990 article "Entirely Unpredisposed", Martin Kottmeyer suggested that Barney's memories revealed under hypnosis might have been influenced by an episode of the science-fiction television show The Outer Limits titled "The Bellero Shield", which was broadcast 12 days before Barney's first hypnotic session. The episode featured an extraterrestrial with large eyes, who says, "In all the universes, in all the unities beyond the universes, all who have eyes have eyes that speak." The report from the regression featured a scenario that was in some respects similar to the television show. In part, Kottmeyer wrote: Wraparound eyes are an extreme rarity in science fiction films. I know of only one instance. They appeared on the alien of an episode of an old TV series The Outer Limits entitled "The Bellero Shield." A person familiar with Barney's sketch in "The Interrupted Journey" and the sketch done in collaboration with the artist David Baker will find a "frisson" of "déjà vu" creeping up his spine when seeing this episode. The resemblance is much abetted by an absence of ears, hair, and nose on both aliens. Could it be by chance? Consider this: Barney first described and drew the wraparound eyes during the hypnosis session dated 22 February 1964. "The Bellero Shield" was first broadcast on 10 February 1964. Only twelve days separate the two instances. If the identification is admitted, the commonness of wraparound eyes in the abduction literature falls to cultural forces. — Martin Kottmeyer, Entirely Unpredisposed: The Cultural Background of UFO Reports Carl Sagan echoed Kottmeyer's suspicions in his 1997 book, The Demon Haunted World: Science as a Candle in the Dark, where Invaders from Mars was cited as another potential inspiration. After the Hills' encounter, Greys would go on to become an integral part of ufology and other extraterrestrial-related folklore. This is particularly true in the case of the United States: according to journalist C. D. B. Bryan, 73% of all reported alien encounters in the United States describe Grey aliens, a significantly higher proportion than other countries.: 68 During the early 1980s, Greys were linked to the alleged crash-landing of a flying saucer in Roswell, New Mexico, in 1947. A number of publications contained statements from individuals who claimed to have seen the U.S. military handling a number of unusually proportioned, bald, child-sized beings. These individuals claimed, during and after the incident, that the beings had oversized heads and slanted eyes, but scant other distinguishable facial features. In 1987, novelist Whitley Strieber published the book Communion, which, unlike his previous works, was categorized as non-fiction, and in which he describes a number of close encounters he alleges to have experienced with Greys and other extraterrestrial beings. The book became a New York Times bestseller, and New Line Cinema released a 1989 film adaption that starred Christopher Walken as Strieber. In 1988, Christophe Dechavanne interviewed the French science-fiction writer and ufologist Jimmy Guieu on TF1's Ciel, mon mardi !. Besides mentioning Majestic 12, Guieu described the existence of what he called "the little greys", which later on became better known in French under the name: les Petits-Gris. Guieu later wrote two docudramas, using as a plot the Grey aliens / Majestic-12 conspiracy theory as described by John Lear and Milton William Cooper: the series "E.B.E." (for "Extraterrestrial Biological Entity"): E.B.E.: Alerte rouge (first part) (1990) and E.B.E.: L'entité noire d'Andamooka (second part) (1991).[citation needed] Greys have since become the subject of many conspiracy theories. Many conspiracy theorists believe that Greys represent part of a government-led disinformation or plausible deniability campaign, or that they are a product of government mind-control experiments. During the 1990s, popular culture also began to increasingly link Greys to a number of military-industrial complex and New World Order conspiracy theories. In 1995, filmmaker Ray Santilli claimed to have obtained 22 reels of 16 mm film that depicted the autopsy of a "real" Grey supposedly recovered from the site of the 1947 incident in Roswell. In 2006, though, Santilli announced that the film was not original, but was instead a "reconstruction" created after the original film was found to have degraded. He maintained that a real Grey had been found and autopsied on camera in 1947, and that the footage released to the public contained a percentage of that original footage. Analysis Greys are often involved in alien abduction claims. Among reports of alien encounters, Greys make up about 50% in Australia, 73% in the United States, 48% in continental Europe, and around 12% in the United Kingdom.: 68 These reports include two distinct groups of Greys that differ in height.: 74 Abduction claims are often described as extremely traumatic, similar to an abduction by humans or even a sexual assault in the level of trauma and distress. The emotional impact of perceived abductions can be as great as that of combat, sexual abuse, and other traumatic events. The eyes are often a focus of abduction claims, which often describe a Grey staring into the eyes of an abductee when conducting mental procedures. This staring is claimed to induce hallucinogenic states or directly provoke different emotions. Neurologist Steven Novella proposes that Grey aliens are a byproduct of the human imagination, with the Greys' most distinctive features representing everything that modern humans traditionally link with intelligence. "The aliens, however, do not just appear as humans, they appear like humans with those traits we psychologically associate with intelligence." In 2005, Frederick V. Malmstrom, writing in Skeptic magazine, Volume 11, issue 4, presents his idea that Greys are actually residual memories of early childhood development. Malmstrom reconstructs the face of a Grey through transformation of a mother's face based on our best understanding of early-childhood sensation and perception. Malmstrom's study offers another alternative to the existence of Greys, the intense instinctive response many people experience when presented an image of a Grey, and the act of regression hypnosis and recovered-memory therapy in "recovering" memories of alien abduction experiences, along with their common themes. According to biologist Jack Cohen, the typical image of a Grey, assuming that it would have evolved from a world with different environmental and ecological conditions from Earth, is too physiologically similar to a human to be credible as a representation of an alien. The interdimensional hypothesis, the cryptoterrestrial hypothesis, and the time-traveller hypothesis attempt to provide an alternative explanation to the humanoid anatomy and behavior of these alleged beings. In popular culture Depictions of Grey aliens have gone on to appear in a number of films and television shows, supplanting the previously popular little green men. As early as 1966, for example, the superhero character Ultraman was explicitly based on them, and in 1977 they were featured in Close Encounters of the Third Kind. Greys have also been worked into space opera and other interstellar settings: in Babylon 5, the Greys are referred to as the "Vree", and are depicted as being allies and trade partners of 23rd-century Earth, while in the Stargate franchise they are called the "Asgard" and depicted as ancient astronauts allied with modern-day Earth.[citation needed] South Park refers to them as "visitors". During the 1990s, plotlines wherein Greys were linked to conspiracy theories became common. A well-known example is the Fox television series The X-Files, which first aired in 1993. It combined the quest to find proof of the existence of Grey-like extraterrestrials with a number of UFO conspiracy theory subplots, to form its primary story arc. Other notable examples include the XCOM video game franchise (where they are called "Sectoids"); Dark Skies, first broadcast in 1996, which expanded upon the MJ-12 conspiracy;[citation needed] and American Dad!, which features a Grey-like alien named Roger, whose backstory draws from both the Roswell incident and Area 51 conspiracy theories. The 2011 film Paul tells the story of a Grey named Paul who attributes the Greys' frequent presence in science fiction pop culture to the US government deliberately inserting the stereotypical Grey alien image into mainstream media; this is done so that if humanity came into contact with Paul's species, no immediate shock would occur as to their appearance. Child abduction by Greys is a key plot point in the 2013 film, Dark Skies. Greys appear in Syfy's 2021 science fiction dramedy series Resident Alien. The Greys appear as the main antagonistic faction in the 2023 independent game Greyhill Incident. See also Notes References External links |
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[SOURCE: https://techcrunch.com/category/biotech-health/] | [TOKENS: 344] |
Save up to $680 on your pass with Super Early Bird rates. REGISTER NOW. Save up to $680 on your Disrupt 2026 pass. Ends February 27. REGISTER NOW. Latest AI Amazon Apps Biotech & Health Climate Cloud Computing Commerce Crypto Enterprise EVs Fintech Fundraising Gadgets Gaming Google Government & Policy Hardware Instagram Layoffs Media & Entertainment Meta Microsoft Privacy Robotics Security Social Space Startups TikTok Transportation Venture Staff Events Startup Battlefield StrictlyVC Newsletters Podcasts Videos Partner Content TechCrunch Brand Studio Crunchboard Contact Us Biotech & Health Read the latest news about biotech and health, from the latest health tech and medical devices to research in synthetic biology and genetics. Our biotech coverage has startups and research from around the world in context with industry and investment trends. Save up to $680 on your pass before February 27.Meet investors. Discover your next portfolio company. Hear from 250+ tech leaders, dive into 200+ sessions, and explore 300+ startups building what’s next. Don’t miss these one-time savings. Most Popular FBI says ATM ‘jackpotting’ attacks are on the rise, and netting hackers millions in stolen cash Meta’s own research found parental supervision doesn’t really help curb teens’ compulsive social media use How Ricursive Intelligence raised $335M at a $4B valuation in 4 months After all the hype, some AI experts don’t think OpenClaw is all that exciting OpenClaw creator Peter Steinberger joins OpenAI Hollywood isn’t happy about the new Seedance 2.0 video generator The great computer science exodus (and where students are going instead) © 2025 TechCrunch Media LLC. |
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[SOURCE: https://techcrunch.com/category/climate/] | [TOKENS: 356] |
Save up to $680 on your pass with Super Early Bird rates. REGISTER NOW. Save up to $680 on your Disrupt 2026 pass. Ends February 27. REGISTER NOW. Latest AI Amazon Apps Biotech & Health Climate Cloud Computing Commerce Crypto Enterprise EVs Fintech Fundraising Gadgets Gaming Google Government & Policy Hardware Instagram Layoffs Media & Entertainment Meta Microsoft Privacy Robotics Security Social Space Startups TikTok Transportation Venture Staff Events Startup Battlefield StrictlyVC Newsletters Podcasts Videos Partner Content TechCrunch Brand Studio Crunchboard Contact Us Climate Our climate news coverage consists of the latest startups and investments in solar energy, greentech, renewables, food tech, alternative proteins, as well as circular economy and carbon capture efforts. We also cover research into climate change and how technology can be used to track and mitigate severe weather and climate-related disasters. Save up to $680 on your pass before February 27.Meet investors. Discover your next portfolio company. Hear from 250+ tech leaders, dive into 200+ sessions, and explore 300+ startups building what’s next. Don’t miss these one-time savings. Most Popular FBI says ATM ‘jackpotting’ attacks are on the rise, and netting hackers millions in stolen cash Meta’s own research found parental supervision doesn’t really help curb teens’ compulsive social media use How Ricursive Intelligence raised $335M at a $4B valuation in 4 months After all the hype, some AI experts don’t think OpenClaw is all that exciting OpenClaw creator Peter Steinberger joins OpenAI Hollywood isn’t happy about the new Seedance 2.0 video generator The great computer science exodus (and where students are going instead) © 2025 TechCrunch Media LLC. |
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[SOURCE: https://www.youtube.com/t/privacy] | [TOKENS: 9263] |
Privacy & Terms Privacy & Terms Google Privacy Policy When you use our services, you’re trusting us with your information. We understand this is a big responsibility and work hard to protect your information and put you in control. This Privacy Policy is meant to help you understand what information we collect, why we collect it, and how you can update, manage, export, and delete your information. Privacy Checkup Looking to change your privacy settings? Take the Privacy Checkup Contents We build a range of services that help millions of people daily to explore and interact with the world in new ways. Our services include: You can use our services in a variety of ways to manage your privacy. For example, you can sign up for a Google Account if you want to create and manage content like emails and photos, or see more relevant search results. And you can use many Google services when you’re signed out or without creating an account at all, like searching on Google or watching YouTube videos. You can also choose to browse the web in a private mode, like Chrome Incognito mode, which helps keep your browsing private from other people who use your device. And across our services, you can adjust your privacy settings to control whether we collect some types of data and how we use it. To help explain things as clearly as possible, we’ve added examples, explanatory videos, and definitions for key terms. And if you have any questions about this Privacy Policy, you can contact us. Information Google collects We want you to understand the types of information we collect as you use our services We collect information to provide better services to all our users — from figuring out basic stuff like which language you speak, to more complex things like which ads you’ll find most useful, the people who matter most to you online, or which YouTube videos you might like. The information Google collects, and how that information is used, depends on how you use our services and how you manage your privacy controls. When you’re not signed in to a Google Account, we store the information we collect with unique identifiers tied to the browser, application, or device you’re using. This allows us to do things like maintain your preferences across browsing sessions, such as your preferred language or whether to show you more relevant search results or ads based on your activity. 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Information we collect as you use our services We collect information about the apps, browsers, and devices you use to access Google services, which helps us provide features like automatic product updates and dimming your screen if your battery runs low. The information we collect includes unique identifiers, browser type and settings, device type and settings, operating system, mobile network information including carrier name and phone number, and application version number. We also collect information about the interaction of your apps, browsers, and devices with our services, including IP address, crash reports, system activity, and the date, time, and referrer URL of your request. We collect this information when a Google service on your device contacts our servers — for example, when you install an app from the Play Store or when a service checks for automatic updates. 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And if your Web & App Activity setting is enabled, your searches and other activity from Google services, which may also include location information, is saved to your Google Account. Learn more about how we use location information. In some circumstances, Google also collects information about you from publicly accessible sources. For example, if your name appears in your local newspaper, Google’s Search engine may index that article and display it to other people if they search for your name. We may also collect information about you from trusted partners, such as directory services who provide us with business information to be displayed on Google’s services, marketing partners who provide us with information about potential customers of our business services, and security partners who provide us with information to protect against abuse. We also receive information from partners to provide advertising and research services on their behalf. We use various technologies to collect and store information, including cookies, pixel tags, local storage, such as browser web storage or application data caches, databases, and server logs. Why Google collects data We use data to build better services We use the information we collect from all our services for the following purposes: We use your information to deliver our services, like processing the terms you search for in order to return results or helping you share content by suggesting recipients from your contacts.Maintain & improve our servicesWe also use your information to ensure our services are working as intended, such as tracking outages or troubleshooting issues that you report to us. And we use your information to make improvements to our services — for example, understanding which search terms are most frequently misspelled helps us improve spell-check features used across our services.Develop new servicesWe use the information we collect in existing services to help us develop new ones. For example, understanding how people organized their photos in Picasa, Google’s first photos app, helped us design and launch Google Photos.Provide personalized services, including content and adsWe use the information we collect to customize our services for you, including providing recommendations, personalized content, and customized search results. For example, Security Checkup provides security tips adapted to how you use Google products. And, depending on your available settings, Google Play could use information like apps you’ve already installed and videos you’ve watched on YouTube to suggest new apps you might like.Depending on your settings, we may also show you personalized ads based on your interests and activity across Google services. For example, if you search for “mountain bikes,” you may see ads for sports equipment on YouTube. You can control what information we use to show you ads by visiting your ad settings in My Ad Center.We don’t show you personalized ads based on sensitive categories, such as race, religion, sexual orientation, or health.We don’t show you personalized ads based on your content from Drive, Gmail, or Photos.We don’t share information that personally identifies you with advertisers, such as your name or email, unless you ask us to. For example, if you see an ad for a nearby flower shop and select the “tap to call” button, we’ll connect your call and may share your phone number with the flower shop.Go to My Ad CenterMeasure performanceWe use data for analytics and measurement to understand how our services are used. For example, we analyze data about your visits to our sites to do things like optimize product design. And we also use data about the ads you interact with, including your related Google Search activity, to help advertisers understand the performance of their ad campaigns. We use a variety of tools to do this, including Google Analytics. When you visit sites or use apps that use Google Analytics, a Google Analytics customer may choose to enable Google to link information about your activity from that site or app with activity from other sites or apps that use our ad services.Communicate with youWe use information we collect, like your email address, to interact with you directly. For example, we may send you a notification if we detect suspicious activity, like an attempt to sign in to your Google Account from an unusual location. Or we may let you know about upcoming changes or improvements to our services. And if you contact Google, we’ll keep a record of your request in order to help solve any issues you might be facing.Protect Google, our users, and the publicWe use information to help improve the safety and reliability of our services. This includes detecting, preventing, and responding to fraud, abuse, security risks, and technical issues that could harm Google, our users, or the public.We use different technologies to process your information for these purposes. We use automated systems that analyze your content to provide you with things like customized search results, personalized ads, or other features tailored to how you use our services. And we analyze your content to help us detect abuse such as spam, malware, and illegal content. We also use algorithms to recognize patterns in data. For example, Google Translate helps people communicate across languages by detecting common language patterns in phrases you ask it to translate.We may use the information we collect across our services and across your devices for the purposes described above. For example, depending on your available settings, if you watch videos of guitar players on YouTube, you might see an ad for guitar lessons on a site that uses our ad products. Depending on your account settings, your activity on other sites and apps may be associated with your personal information in order to improve Google’s services and the ads delivered by Google.If other users already have your email address or other information that identifies you, we may show them your publicly visible Google Account information, such as your name and photo. This helps people identify an email coming from you, for example.We’ll ask for your consent before using your information for a purpose that isn’t covered in this Privacy Policy. We also use your information to ensure our services are working as intended, such as tracking outages or troubleshooting issues that you report to us. And we use your information to make improvements to our services — for example, understanding which search terms are most frequently misspelled helps us improve spell-check features used across our services.Develop new servicesWe use the information we collect in existing services to help us develop new ones. For example, understanding how people organized their photos in Picasa, Google’s first photos app, helped us design and launch Google Photos.Provide personalized services, including content and adsWe use the information we collect to customize our services for you, including providing recommendations, personalized content, and customized search results. For example, Security Checkup provides security tips adapted to how you use Google products. And, depending on your available settings, Google Play could use information like apps you’ve already installed and videos you’ve watched on YouTube to suggest new apps you might like.Depending on your settings, we may also show you personalized ads based on your interests and activity across Google services. For example, if you search for “mountain bikes,” you may see ads for sports equipment on YouTube. You can control what information we use to show you ads by visiting your ad settings in My Ad Center.We don’t show you personalized ads based on sensitive categories, such as race, religion, sexual orientation, or health.We don’t show you personalized ads based on your content from Drive, Gmail, or Photos.We don’t share information that personally identifies you with advertisers, such as your name or email, unless you ask us to. For example, if you see an ad for a nearby flower shop and select the “tap to call” button, we’ll connect your call and may share your phone number with the flower shop.Go to My Ad CenterMeasure performanceWe use data for analytics and measurement to understand how our services are used. For example, we analyze data about your visits to our sites to do things like optimize product design. And we also use data about the ads you interact with, including your related Google Search activity, to help advertisers understand the performance of their ad campaigns. We use a variety of tools to do this, including Google Analytics. When you visit sites or use apps that use Google Analytics, a Google Analytics customer may choose to enable Google to link information about your activity from that site or app with activity from other sites or apps that use our ad services.Communicate with youWe use information we collect, like your email address, to interact with you directly. For example, we may send you a notification if we detect suspicious activity, like an attempt to sign in to your Google Account from an unusual location. Or we may let you know about upcoming changes or improvements to our services. And if you contact Google, we’ll keep a record of your request in order to help solve any issues you might be facing.Protect Google, our users, and the publicWe use information to help improve the safety and reliability of our services. This includes detecting, preventing, and responding to fraud, abuse, security risks, and technical issues that could harm Google, our users, or the public.We use different technologies to process your information for these purposes. We use automated systems that analyze your content to provide you with things like customized search results, personalized ads, or other features tailored to how you use our services. And we analyze your content to help us detect abuse such as spam, malware, and illegal content. We also use algorithms to recognize patterns in data. For example, Google Translate helps people communicate across languages by detecting common language patterns in phrases you ask it to translate.We may use the information we collect across our services and across your devices for the purposes described above. For example, depending on your available settings, if you watch videos of guitar players on YouTube, you might see an ad for guitar lessons on a site that uses our ad products. Depending on your account settings, your activity on other sites and apps may be associated with your personal information in order to improve Google’s services and the ads delivered by Google.If other users already have your email address or other information that identifies you, we may show them your publicly visible Google Account information, such as your name and photo. This helps people identify an email coming from you, for example.We’ll ask for your consent before using your information for a purpose that isn’t covered in this Privacy Policy. We use the information we collect in existing services to help us develop new ones. For example, understanding how people organized their photos in Picasa, Google’s first photos app, helped us design and launch Google Photos. We use the information we collect to customize our services for you, including providing recommendations, personalized content, and customized search results. For example, Security Checkup provides security tips adapted to how you use Google products. And, depending on your available settings, Google Play could use information like apps you’ve already installed and videos you’ve watched on YouTube to suggest new apps you might like. Depending on your settings, we may also show you personalized ads based on your interests and activity across Google services. For example, if you search for “mountain bikes,” you may see ads for sports equipment on YouTube. You can control what information we use to show you ads by visiting your ad settings in My Ad Center. Go to My Ad Center We use data for analytics and measurement to understand how our services are used. For example, we analyze data about your visits to our sites to do things like optimize product design. And we also use data about the ads you interact with, including your related Google Search activity, to help advertisers understand the performance of their ad campaigns. We use a variety of tools to do this, including Google Analytics. When you visit sites or use apps that use Google Analytics, a Google Analytics customer may choose to enable Google to link information about your activity from that site or app with activity from other sites or apps that use our ad services. We use information we collect, like your email address, to interact with you directly. For example, we may send you a notification if we detect suspicious activity, like an attempt to sign in to your Google Account from an unusual location. Or we may let you know about upcoming changes or improvements to our services. And if you contact Google, we’ll keep a record of your request in order to help solve any issues you might be facing. We use information to help improve the safety and reliability of our services. This includes detecting, preventing, and responding to fraud, abuse, security risks, and technical issues that could harm Google, our users, or the public. We use different technologies to process your information for these purposes. We use automated systems that analyze your content to provide you with things like customized search results, personalized ads, or other features tailored to how you use our services. And we analyze your content to help us detect abuse such as spam, malware, and illegal content. We also use algorithms to recognize patterns in data. For example, Google Translate helps people communicate across languages by detecting common language patterns in phrases you ask it to translate. We may use the information we collect across our services and across your devices for the purposes described above. For example, depending on your available settings, if you watch videos of guitar players on YouTube, you might see an ad for guitar lessons on a site that uses our ad products. Depending on your account settings, your activity on other sites and apps may be associated with your personal information in order to improve Google’s services and the ads delivered by Google. If other users already have your email address or other information that identifies you, we may show them your publicly visible Google Account information, such as your name and photo. This helps people identify an email coming from you, for example. We’ll ask for your consent before using your information for a purpose that isn’t covered in this Privacy Policy. Your privacy controls You have choices regarding the information we collect and how it's used This section describes key controls for managing your privacy across our services. You can also visit the Privacy Checkup, which provides an opportunity to review and adjust important privacy settings. In addition to these tools, we also offer specific privacy settings in our products — you can learn more in our Product Privacy Guide. Go to Privacy Checkup Managing, reviewing, and updating your information When you’re signed in, you can always review and update information by visiting the services you use. For example, Photos and Drive are both designed to help you manage specific types of content you’ve saved with Google. We also built a place for you to review and control information saved in your Google Account. Your Google Account includes: Decide what types of activity you’d like saved in your account. For example, if you have YouTube History turned on, the videos you watch and the things you search for are saved in your account so you can get better recommendations and remember where you left off. And if you have Web & App Activity turned on, your searches and activity from other Google services are saved in your account so you can get more personalized experiences like faster searches and more helpful app and content recommendations. Web & App Activity also has a subsetting that lets you control whether information about your activity on other sites, apps, and devices that use Google services, such as apps you install and use on Android, is saved in your Google Account and used to improve Google services. Go to Activity Controls Manage your preferences about the ads shown to you on Google and on sites and apps that partner with Google to show ads. You can modify your interests, choose whether your personal information is used to make ads more relevant to you, and turn on or off certain advertising services. Go to My Ad Center Manage personal info in your Google Account and control who can see it across Google services. Go to About You Choose whether your name and photo appear next to your activity, like reviews and recommendations, that appear in ads. Go to Shared Endorsements Manage information that websites and apps using Google services, like Google Analytics, may share with Google when you visit or interact with their services. Go to How Google uses information from sites or apps that use our services My Activity allows you to review and control data that’s saved to your Google Account when you’re signed in and using Google services, like searches you’ve done or your visits to Google Play. You can browse by date and by topic, and delete part or all of your activity. Go to My Activity Google Dashboard allows you to manage information associated with specific products. Go to Dashboard Manage your contact information, such as your name, email, and phone number. Go to Personal Info When you’re signed out, you can manage information associated with your browser or device, including: Exporting, removing & deleting your information You can export a copy of content in your Google Account if you want to back it up or use it with a service outside of Google. Export your data To delete your information, you can: Delete your information Inactive Account Manager allows you to give someone else access to parts of your Google Account in case you’re unexpectedly unable to use your account. And finally, you can also request to remove content from specific Google services based on applicable law and our policies. There are other ways to control the information Google collects whether or not you’re signed in to a Google Account, including: Sharing your information When you share your information Many of our services let you share information with other people, and you have control over how you share. For example, you can share videos on YouTube publicly or you can decide to keep your videos private. Remember, when you share information publicly, your content may become accessible through search engines, including Google Search. When you’re signed in and interact with some Google services, like leaving comments on a YouTube video or reviewing an app in Play, your name and photo appear next to your activity. We may also display this information in ads depending on your Shared endorsements setting. When Google shares your information We do not share your personal information with companies, organizations, or individuals outside of Google except in the following cases: We’ll share personal information outside of Google when we have your consent. For example, if you use Google Home to make a reservation through a booking service, we’ll get your permission before sharing your name or phone number with the restaurant. We also provide you with controls to review and manage third party apps and sites you have given access to data in your Google Account. We’ll ask for your explicit consent to share any sensitive personal information. If you’re a student or work for an organization that uses Google services, your domain administrator and resellers who manage your account will have access to your Google Account. They may be able to: We provide personal information to our affiliates and other trusted businesses or persons to process it for us, based on our instructions and in compliance with our Privacy Policy and any other appropriate confidentiality and security measures. For example, we use service providers to help operate our data centers, deliver our products and services, improve our internal business processes, and offer additional support to customers and users. We also use service providers to help review YouTube video content for public safety and analyze and listen to samples of saved user audio to help improve Google’s audio recognition technologies. We will share personal information outside of Google if we have a good-faith belief that disclosure of the information is reasonably necessary to: We may share non-personally identifiable information publicly and with our partners — like publishers, advertisers, developers, or rights holders. For example, we share information publicly to show trends about the general use of our services. We also allow specific partners to collect information from your browser or device for advertising and measurement purposes using their own cookies or similar technologies. If Google is involved in a merger, acquisition, or sale of assets, we’ll continue to ensure the confidentiality of your personal information and give affected users notice before personal information is transferred or becomes subject to a different privacy policy. Keeping your information secure We build security into our services to protect your information All Google products are built with strong security features that continuously protect your information. The insights we gain from maintaining our services help us detect and automatically block security threats from ever reaching you. And if we do detect something risky that we think you should know about, we’ll notify you and help guide you through steps to stay better protected. We work hard to protect you and Google from unauthorized access, alteration, disclosure, or destruction of information we hold, including: Exporting & deleting your information You can export a copy of your information or delete it from your Google Account at any time You can export a copy of content in your Google Account if you want to back it up or use it with a service outside of Google. Export your data To delete your information, you can: Delete your information Retaining your information We retain the data we collect for different periods of time depending on what it is, how we use it, and how you configure your settings: When you delete data, we follow a deletion process to make sure that your data is safely and completely removed from our servers or retained only in anonymized form. We try to ensure that our services protect information from accidental or malicious deletion. Because of this, there may be delays between when you delete something and when copies are deleted from our active and backup systems. You can read more about Google’s data retention periods, including how long it takes us to delete your information. Compliance & cooperation with regulators We regularly review this Privacy Policy and make sure that we process your information in ways that comply with it. Data transfers We maintain servers around the world and your information may be processed on servers located outside of the country where you live. Data protection laws vary among countries, with some providing more protection than others. Regardless of where your information is processed, we apply the same protections described in this policy. We also comply with certain legal frameworks relating to the transfer of data. When we receive formal written complaints, we respond by contacting the person who made the complaint. We work with the appropriate regulatory authorities, including local data protection authorities, to resolve any complaints regarding the transfer of your data that we cannot resolve with you directly. Israeli requirements If Israeli data protection law applies to the processing of your information, we provide the controls described in this policy so you can exercise your right to request access to, update, review, correct, and delete your information. We process your information for the purposes described in this policy and other service-specific privacy notices. You have the right not to provide your consent to Google's collection and use of your personal information. If you refuse to consent, your use of Google services may be restricted. For users based in Israel, the data controller responsible for your information is Google LLC, located at 1600 Amphitheatre Parkway, Mountain View, California 94043 (United States), unless otherwise stated in a service-specific privacy notice. If you have questions or requests related to your rights, you can contact Google and our data protection office. And you can contact your local data protection authority if you have concerns regarding your rights under Israeli law. About this policy When this policy applies This Privacy Policy applies to all of the services offered by Google LLC and its affiliates, including YouTube, Android, and services offered on third-party sites, such as advertising services. This Privacy Policy doesn’t apply to services that have separate privacy policies that do not incorporate this Privacy Policy. This Privacy Policy doesn’t apply to: Changes to this policy We change this Privacy Policy from time to time. We will not reduce your rights under this Privacy Policy without your explicit consent. We always indicate the date the last changes were published and we offer access to archived versions for your review. If changes are significant, we’ll provide a more prominent notice (including, for certain services, email notification of Privacy Policy changes). Related privacy practices Specific Google services The following privacy notices provide additional information about some Google services: If you’re a member of an organization that uses Google Workspace or Google Cloud Platform, learn how these services collect and use your personal information in the Google Cloud Privacy Notice. Other useful resources The following links highlight useful resources for you to learn more about our practices and privacy settings. Key terms An affiliate is an entity that belongs to the Google group of companies, including the following companies that provide consumer services in the EU: Google Ireland Limited, Google Commerce Ltd, Google Payment Corp, and Google Dialer Inc. Learn more about the companies providing business services in the EU. A process or set of rules followed by a computer in performing problem-solving operations. An application data cache is a data repository on a device. It can, for example, enable a web application to run without an internet connection and improve the performance of the application by enabling faster loading of content. Browser web storage enables websites to store data in a browser on a device. When used in "local storage" mode, it enables data to be stored across sessions. This makes data retrievable even after a browser has been closed and reopened. One technology that facilitates web storage is HTML 5. A cookie is a small file containing a string of characters that is sent to your computer when you visit a website. When you visit the site again, the cookie allows that site to recognize your browser. Cookies may store user preferences and other information. You can configure your browser to refuse all cookies or to indicate when a cookie is being sent. However, some website features or services may not function properly without cookies. Learn more about how Google uses cookies and how Google uses data, including cookies, when you use our partners' sites or apps. A device is a computer that can be used to access Google services. For example, desktop computers, tablets, smart speakers, and smartphones are all considered devices. You may access some of our services by signing up for a Google Account and providing us with some personal information (typically your name, email address, and a password). This account information is used to authenticate you when you access Google services and protect your account from unauthorized access by others. You can edit or delete your account at any time through your Google Account settings. Every device connected to the Internet is assigned a number known as an Internet protocol (IP) address. These numbers are usually assigned in geographic blocks. An IP address can often be used to identify the location from which a device is connecting to the Internet. Learn more about how we use location information. This is information that is recorded about users so that it no longer reflects or references an individually-identifiable user. This is information that you provide to us which personally identifies you, such as your name, email address, or billing information, or other data that can be reasonably linked to such information by Google, such as information we associate with your Google Account. A pixel tag is a type of technology placed on a website or within the body of an email for the purpose of tracking certain activity, such as views of a website or when an email is opened. Pixel tags are often used in combination with cookies. A Referrer URL (Uniform Resource Locator) is information transmitted to a destination webpage by a web browser, typically when you click a link to that page. The Referrer URL contains the URL of the last webpage the browser visited. This is a particular category of personal information relating to topics such as confidential medical facts, racial or ethnic origins, political or religious beliefs, or sexuality. Like most websites, our servers automatically record the page requests made when you visit our sites. These “server logs” typically include your web request, Internet Protocol address, browser type, browser language, the date and time of your request, and one or more cookies that may uniquely identify your browser. A typical log entry for a search for “cars” looks like this: A unique identifier is a string of characters that can be used to uniquely identify a browser, app, or device. Different identifiers vary in how permanent they are, whether they can be reset by users, and how they can be accessed. Unique identifiers can be used for various purposes, including security and fraud detection, syncing services such as your email inbox, remembering your preferences, and providing personalized advertising. For example, unique identifiers stored in cookies help sites display content in your browser in your preferred language. You can configure your browser to refuse all cookies or to indicate when a cookie is being sent. Learn more about how Google uses cookies. On other platforms besides browsers, unique identifiers are used to recognize a specific device or app on that device. For example, a unique identifier such as the Advertising ID is used to provide relevant advertising on Android devices, and can be managed in your device’s settings. Unique identifiers may also be incorporated into a device by its manufacturer (sometimes called a universally unique ID or UUID), such as the IMEI-number of a mobile phone. For example, a device’s unique identifier can be used to customize our service to your device or analyze device issues related to our services. Additional Context If you’re signed in to your Google Account and have Web & App Activity turned on, your activity data on Google sites, apps, and services may be saved in your account’s Web & App Activity. Some activity may include information about the general area you were in when using the Google service. When you search for something using a general area, your search will use an area of at least 3 sq km, or expand until the area represents the locations of at least 1,000 people. This helps protect your privacy. In some cases, areas that you have searched from in the past may be used to estimate a relevant location for your search. For example, if you search for coffee shops while in Chelsea, Google might show results for Chelsea in future searches. You can view and control your Web & App Activity at My Activity. Websites and apps that integrate Google services like ads and analytics share information with us. This information is collected regardless of which browser or browser mode you use. For example, although Incognito mode in Chrome can help keep your browsing private from other people who use your device, third party sites and apps that integrate our services may still share information with Google when you visit them. You can learn more about some of the ways you can control the information that is shared when you visit or interact with sites and apps that use Google services. For example, if you watch videos about baking on YouTube, you may see more ads that relate to baking as you browse the web. We also may use your IP address to determine your approximate location, so that we can serve you ads for a nearby pizza delivery service if you search for “pizza.” Learn more about Google ads and why you may see particular ads. For example, merchants may upload data from their loyalty-card programs so that they can include loyalty information in search or shopping results, or better understand the performance of their ad campaigns. We only provide aggregated reports to advertisers that don’t reveal information about individual people. Android devices with Google apps include devices sold by Google or one of our partners and include phones, cameras, vehicles, wearables, and televisions. These devices use Google Play Services and other pre-installed apps that include services like Gmail, Maps, your phone’s camera and phone dialer, text-to-speech conversion, keyboard input, and security features. Learn more about Google Play Services. For example, when you’re signed in to your Google Account and have the Web & App Activity control enabled, you can get more relevant search results that are based on your previous searches and activity from other Google services. You can learn more here. You may also get customized search results even when you’re signed out. If you don’t want this level of search customization, you can search and browse privately or turn off signed-out search personalization. Examples of how we use your information to deliver our services include: When we detect spam, malware, illegal content (including child sexual abuse and exploitation material), and other forms of abuse on our systems in violation of our policies, we may disable your account or take other appropriate action. In certain circumstances, we may also report the violation to appropriate authorities. For example, we can use information from your devices to help you decide which device you’d like to use to install an app or view a movie you buy from Google Play. We also use this information to help protect your account. For example, we analyze how people interact with advertising to improve the performance of our ads. For example, we continuously monitor our systems to look for problems. And if we find something wrong with a specific feature, reviewing activity information collected before the problem started allows us to fix things more quickly. If you use Google’s Location services on Android, we can improve the performance of apps that rely on your location, like Google Maps. If you use Google’s Location services, your device sends information to Google about its location, sensors (like accelerometer), and nearby cell towers and Wi-Fi access points (like MAC address and signal strength). All these things help to determine your location. You can use your device settings to enable Google Location services. Learn more Like other technology and communications companies, Google regularly receives requests from governments and courts around the world to disclose user data. Respect for the privacy and security of data you store with Google underpins our approach to complying with these legal requests. Our legal team reviews each and every request, regardless of type, and we frequently push back when a request appears to be overly broad or doesn’t follow the correct process. Learn more in our Transparency Report. For example, we use cookies to analyze how people interact with our services. And that analysis can help us build better products. For example, it may help us discover that it’s taking people too long to complete a certain task or that they have trouble finishing steps at all. We can then redesign that feature and improve the product for everyone. Google Analytics relies on first-party cookies, which means the cookies are set by the Google Analytics customer. Using our systems, data generated through Google Analytics can be linked by the Google Analytics customer and by Google to third-party cookies that are related to visits to other websites. For example, an advertiser may want to use its Google Analytics data to create more relevant ads, or to further analyze its traffic. Learn more For example, to prevent abuse and increase transparency and accountability over our online content moderation practices, Google shares data about requests for removal of content from our services with Lumen, which collects and analyzes these requests to facilitate research to help Internet users understand their rights. Learn more. There are over 2 million non-Google websites and apps that partner with Google to show ads. Learn more For example, if you add a credit card or other payment method to your Google Account, you can use it to buy things across our services, like apps in the Play Store. We may also ask for other information, like a business tax ID, to help process your payment. In some cases, we may also need to verify your identity and may ask you for information to do this. We may also use payment information to verify that you meet age requirements, if, for example, you enter an incorrect birthday indicating you’re not old enough to have a Google Account. Learn more Learn more about the technologies used for advertising. You may also see personalized ads based on information from the advertiser. If you shopped on an advertiser's website, for example, they can use that visit information to show you ads. Learn more If you add your phone number to your account, it can be used for different purposes across Google services, depending on your settings. For example, your phone number can be used to help you access your account if you forget your password, help people find and connect with you, and make the ads you see more relevant to you. Learn more You might choose to save places to your Google Account that are important to you, such as your home or your work. If you set your home or work addresses, they can be used to help you do things more easily, such as getting directions or finding results closer to your home or work, and for ads. You can edit or delete your home or work addresses anytime in your Google Account. For example, information about security threats can help us notify you if we think your account has been compromised (at which point we can help you take steps to protect your account). For example, we may collect information that’s publicly available online or from other public sources to help train Google’s AI models and build products and features like Google Translate, Gemini Apps, and Cloud AI capabilities. Or, if your business’s information appears on a website, we may index and display it on Google services. For example, we use a cookie called ‘lbcs’ that makes it possible for you to open many Google Docs in one browser. Blocking this cookie would prevent Google Docs from working as expected. Learn more Some examples of how we use your information to help keep our services safe and reliable include: When showing you personalized ads, we use topics that we think might be of interest to you based on your activity. For example, you may see ads for things like "Cooking and Recipes" or "Air Travel.” We don’t use topics or show personalized ads based on sensitive categories like race, religion, sexual orientation, or health. And we require the same from advertisers that use our services. Your device may have sensors that can be used to better understand your location and movement. For example, an accelerometer can be used to determine your speed and a gyroscope to figure out your direction of travel. Learn more about how we use location information. For example, we operate data centers located around the world to help keep our products continuously available for users. Examples of these services include: When lots of people start searching for something, it can provide useful information about particular trends at that time. Google Trends samples Google web searches to estimate the popularity of searches over a certain period of time and shares those results publicly in aggregated terms. Learn more For example, you can delete your blog from Blogger or a Google Site you own from Google Sites. You can also delete reviews you’ve left on apps, games, and other content in the Play Store. For example, we allow YouTube creators and advertisers to work with measurement companies to learn about the audience of their YouTube videos or ads, using cookies or similar technologies. Another example is merchants on our shopping pages, who use cookies to understand how many different people see their product listings. Learn more about these partners and how they use your information. Your Chrome browsing history is only saved to your account if you’ve enabled Chrome synchronization with your Google Account. Learn more For example, when you type an address in the To, Cc, or Bcc field of an email you're composing, Gmail will suggest addresses based on the people you contact most frequently. For example, we process information about requests to remove content from our services under Google's content removal policies or applicable law to assess the request, and to ensure transparency, improve accountability and prevent abuse and fraud in these practices. For example, we process your information to report use statistics to rights holders about how their content was used in our services. We may also process your information if people search for your name and we display search results for sites containing publicly available information about you. Depending on your available settings, some examples of how we use the information we collect across our services include: For example, we collect information about views and interactions with ads so we can provide aggregated reports to advertisers, like telling them whether we served their ad on a page and whether the ad was likely seen by a viewer. 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[SOURCE: https://techcrunch.com/tag/cloud-computing/] | [TOKENS: 366] |
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_ref-pcgamermalware_96-1] | [TOKENS: 12858] |
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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[SOURCE: https://www.reddit.com/r/mildlyinteresting/] | [TOKENS: 700] |
r/mildlyinteresting What happened to /r/mildlyinteresting? Accidentally matched my mani with the cruise tampons I bought on board. u/Staribear • Accidentally matched my mani with the cruise tampons I bought on board. I put a pinecone in my shower. It closes when I shower and opens again when it dries. u/Mopperen • I put a pinecone in my shower. It closes when I shower and opens again when it dries. My hair is only Gray/White on the top u/Epicratia • My hair is only Gray/White on the top Anyone can view, post, and comment to this community Community Bookmarks r/mildlyinteresting Rules No Memes No memes. This includes references in titles of your post (e.g. "banana for scale," "potato quality"). No Related Posts Related posts must be in the comments of the original. Posts that acknowledge, "one-up," or relate specifically to another post are not allowed (e.g. "I see your X and raise you Y") No X-Posts or Reposts Do not post something that has been submitted to reddit before, even if you were the one who posted it. Exception: If a post is deleted or removed from r/mildlyinteresting for breaking the rules less than one hour after being submitted or receives less than 100 upvotes, we allow the submitter to resubmit a fixed version of the post. Posts deleted or removed from other subreddits are not exempt from rule 3. Original [OC] Photographs Only a. All submissions must be original and non-animated photographs. No gifs, videos, or web sites. b. All submissions must be original content. If you didn't take the picture, don't post it. c. Software glitches/errors, overlaid text, arrows, scribbles, and other substantive edits are not allowed, although you may censor personal information per Reddit-wide rules. d. Albums are not allowed, but side by side photographs (within the same image) are okay if they adhere to the rest of the rules. No Screenshots No screenshots. We define a screenshot as a screen grab. This means no images of screens, pictures of screens taken with a different device, images that have been partially or fully generated by a computer, or pictures of printed out screenshots. Try r/screenshots!. Titles Must Be Exact But Concise Descriptions a. Titles must not contain jokes, backstory, or other fluff. That information belongs in a follow-up comment. b. Titles must exactly describe the content. It should act as a "spoiler" for the image. Specify what your picture shows; do not simply say “I saw this” or something similar. If your title leaves people surprised at the content within, it breaks the rule! c. Titles must not contain emoticons, emojis, or special characters unless they are absolutely necessary in describing the image. Moderation Policy Our moderation policy is accessible here Posts which break the rules will be removed on sight. This subreddit operates a three-strikes rule on submission bans, if you upload three rule breaking posts you will be banned. As well as instant bans on troll and/or gimmick accounts, shock links, etc. at moderator discretion. Post Filters /r/MildlyInteresting Wiki (packed with tons of juicy mildly interesting information) Related Subreddits message the moderators Moderators Installed Apps |
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[SOURCE: https://www.reddit.com/r/DIY/] | [TOKENS: 1563] |
r/DIY General Feedback/Getting Started Q&A [Weekly Thread] General Feedback/Getting Started Q&A [Weekly Thread] What are these called? u/AnnetteWilliamson • What are these called? help My wife dropped her sunglasses into a deep lake, so I built a small underwater ROV with a gripper to try to retrieve them u/ObligationMean1565 • My wife dropped her sunglasses into a deep lake, so I built a small underwater ROV with a gripper to try to retrieve them How to remove a 1/16 to an 1/8 of an inch off of a piece of plate glass. u/Hopeful-Mirror1664 • How to remove a 1/16 to an 1/8 of an inch off of a piece of plate glass. I have two pieces of 3/32 plate glass that I need to fit on a certain spot. They are ever so slightly larger than I need. The pieces are 16.5 x 8 inches. Is there a way to sand or grind this small amount off? I need to reduce the 16.5 inch length. This is regular plate glass. I have two pieces of 3/32 plate glass that I need to fit on a certain spot. They are ever so slightly larger than I need. The pieces are 16.5 x 8 inches. Is there a way to sand or grind this small amount off? I need to reduce the 16.5 inch length. This is regular plate glass. Anyone can view, post, and comment to this community Community Bookmarks START HERE Having trouble figuring out where to start? Check out /r/DIY's wiki for a step-by-step guide on how to get started using the above bookmarks. Still not sure? Make a post in the General Feedback/Getting Started sticky thread at the top of the subreddit or join the Discord (https://discord.gg/diy) and post in the appropriate channel. If you think you need more detailed help, feel free to make a help post. Be sure to take a look at the guidelines and review the rules below if you decide to make a submission, or your post may be removed by automated filters. r/DIY Rules All content must be DIY Anything you submit must be a project that you yourself completed. Not your sister, father, uncle or best friend. You may only make your own posts, and you may only submit it once. Basic Community Rules Original content only. Only completed projects are allowed. Incomplete projects may be removed. Submissions must include progress photos Submissions (including videos) must include details and instructions All content must be present without cost Please do not abandon your submission. Be available to answer questions. Research before posting a help request in r/DIY. Check Google; also search this subreddit's history. 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They’d promote various products under the guise of ‘I just used this and it’s great!’ Or they’d trash their competition by saying ‘Hope you don’t have the same experience I had with them’ Therefore we decided that nothing/nobody was going to get rated/promoted. Sometimes you let the professionals handle it Some things shouldn't be DIY. Anything where a professional is REQUIRED to perform/complete the task for reasons of : Safety Laws / bylaws Code enforcement Job Specific Certifications (Master Electrician, etc) Questions pertaining to these should not be asked in r/DIY. Go ask a professional / get a pro to handle it. Don't Ask: Is this?: Dangerous | Mold | Asbestos | etc If you followed all the codes, laws or are a certified pro who has completed a project, you are free to share. No AI Content AI generated content of any kind is NOT permitted, this means no: AI generated/assisted Post or Comments AI generated/assisted imagery, plans, mock-ups AI generated/assisted guides, tips, help replies AI based/assisted Bots/Accounts This community is about "Do It Yourself", not "Done-by Artificial Intelligence". Other subs you may like: Flair Moderators Installed Apps |
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[SOURCE: https://techcrunch.com/category/commerce/] | [TOKENS: 347] |
Save up to $680 on your pass with Super Early Bird rates. REGISTER NOW. Save up to $680 on your Disrupt 2026 pass. Ends February 27. REGISTER NOW. Latest AI Amazon Apps Biotech & Health Climate Cloud Computing Commerce Crypto Enterprise EVs Fintech Fundraising Gadgets Gaming Google Government & Policy Hardware Instagram Layoffs Media & Entertainment Meta Microsoft Privacy Robotics Security Social Space Startups TikTok Transportation Venture Staff Events Startup Battlefield StrictlyVC Newsletters Podcasts Videos Partner Content TechCrunch Brand Studio Crunchboard Contact Us Commerce Retail, online shopping, e-commerce, and social commerce are a huge and ever-changing industry. Our commerce news covers everyone from Amazon, Shopify and Walmart to all the newest and hottest DTC brands, as well as influencers making the shift into selling products online. Save up to $680 on your pass before February 27.Meet investors. Discover your next portfolio company. Hear from 250+ tech leaders, dive into 200+ sessions, and explore 300+ startups building what’s next. Don’t miss these one-time savings. Most Popular FBI says ATM ‘jackpotting’ attacks are on the rise, and netting hackers millions in stolen cash Meta’s own research found parental supervision doesn’t really help curb teens’ compulsive social media use How Ricursive Intelligence raised $335M at a $4B valuation in 4 months After all the hype, some AI experts don’t think OpenClaw is all that exciting OpenClaw creator Peter Steinberger joins OpenAI Hollywood isn’t happy about the new Seedance 2.0 video generator The great computer science exodus (and where students are going instead) © 2025 TechCrunch Media LLC. |
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[SOURCE: https://www.fast.ai/posts/2017-02-24-captions-and-notes.html] | [TOKENS: 224] |
Deep Learning For Coders - Full notes and transcripts now available February 24, 2017 We’ve been so excited to watch the thousands of people working their way through part 1 of Practical Deep Learning For Coders, and the buzzing community that has formed around the course’s Deep Learning Discussion Forums. But we have heard from those for whom English is not their first language that a major impediment to understanding the content is the lack of written transcript or course notes. As a student of Chinese I very much empathize - I find it far easier to understand Chinese videos when they have subtitles, especially when it’s more technical material. So I’m very happy to announce that the course now has complete transcripts (available directly as captions within Youtube) and course notes for every lesson. This is thanks to the hard work of our intern, Brad Kenstler (course notes), and part 1 international fellow, Lin Crampton (transcripts). We are very grateful to both of them for their wonderful contributions, and we expect that they will significantly progress our mission to make the power of deep learning accessible to all. |
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[SOURCE: https://en.wikipedia.org/wiki/Birthday#Hinduism] | [TOKENS: 4101] |
Contents Birthday A birthday is the anniversary of the birth of a person or the figurative birth of an institution. Birthdays of people are celebrated in numerous cultures, often with birthday gifts, birthday cards, a birthday party, or a rite of passage. Many religions celebrate the birth of their founders or religious figures with special holidays (e.g. Christmas, Mawlid, Buddha's Birthday, Krishna Janmashtami, and Gurpurb). There is a distinction between birthday and birthdate (also known as date of birth): the former, except for February 29, occurs each year (e.g. January 15), while the latter is the complete date when a person was born (e.g. January 15, 2001). Coming of age In most legal systems, one becomes a legal adult on a particular birthday when they reach the age of majority (usually between 12 and 21), and reaching age-specific milestones confers particular rights and responsibilities. At certain ages, one may become eligible to leave full-time education, become subject to military conscription or to enlist in the military, to consent to sexual intercourse, to marry with parental consent, to marry without parental consent, to vote, to run for elected office, to legally purchase (or consume) alcohol and tobacco products, to purchase lottery tickets, or to obtain a driver's licence. The age of majority is when minors cease to legally be considered children and assume control over their persons, actions, and decisions, thereby terminating the legal control and responsibilities of their parents or guardians over and for them. Most countries set the age of majority at 18, though it varies by jurisdiction. Many cultures celebrate a coming of age birthday when a person reaches a particular year of life. Some cultures celebrate landmark birthdays in early life or old age. In many cultures and jurisdictions, if a person's real birthday is unknown (for example, if they are an orphan), their birthday may be adopted or assigned to a specific day of the year, such as January 1. Racehorses are reckoned to become one year old in the year following their birth on January 1 in the Northern Hemisphere and August 1 in the Southern Hemisphere.[relevant?] Birthday parties In certain parts of the world, an individual's birthday is celebrated by a party featuring a specially made cake. Presents are bestowed on the individual by the guests appropriate to their age. Other birthday activities may include entertainment (sometimes by a hired professional, i.e., a clown, magician, or musician) and a special toast or speech by the birthday celebrant. The last stanza of Patty Hill's and Mildred Hill's famous song, "Good Morning to You" (unofficially titled "Happy Birthday to You") is typically sung by the guests at some point in the proceedings. In some countries, a piñata takes the place of a cake. The birthday cake may be decorated with lettering and the person's age, or studded with the same number of lit candles as the age of the individual. The celebrated individual may make a silent wish and attempt to blow out the candles in one breath; if successful, superstition holds that the wish will be granted. In many cultures, the wish must be kept secret or it will not "come true". Birthdays as holidays Historically significant people's birthdays, such as national heroes or founders, are often commemorated by an official holiday marking the anniversary of their birth. Some notables, particularly monarchs, have an official birthday on a fixed day of the year, which may not necessarily match the day of their birth, but on which celebrations are held. In Mahayana Buddhism, many monasteries celebrate the anniversary of Buddha's birth, usually in a highly formal, ritualized manner. They treat Buddha's statue as if it was Buddha himself as if he were alive; bathing, and "feeding" him. Jesus Christ's traditional birthday is celebrated as Christmas Eve or Christmas Day around the world, on December 24 or 25, respectively. As some Eastern churches use the Julian calendar, December 25 will fall on January 7 in the Gregorian calendar. These dates are traditional and have no connection with Jesus's actual birthday, which is not recorded in the Gospels. Similarly, the birthdays of the Virgin Mary and John the Baptist are liturgically celebrated on September 8 and June 24, especially in the Roman Catholic and Eastern Orthodox traditions (although for those Eastern Orthodox churches using the Julian calendar the corresponding Gregorian dates are September 21 and July 7 respectively). As with Christmas, the dates of these celebrations are traditional and probably have no connection with the actual birthdays of these individuals. Catholic saints are remembered by a liturgical feast on the anniversary of their "birth" into heaven a.k.a. their day of death. In Hinduism, Ganesh Chaturthi is a festival celebrating the birth of the elephant-headed deity Ganesha in extensive community celebrations and at home. Figurines of Ganesha are made for the holiday and are widely sold. Sikhs celebrate the anniversary of the birth of Guru Nanak and other Sikh gurus, which is known as Gurpurb. Mawlid is the anniversary of the birth of Muhammad and is celebrated on the 12th or 17th day of Rabi' al-awwal by adherents of Sunni and Shia Islam respectively. These are the two most commonly accepted dates of birth of Muhammad. However, there is much controversy regarding the permissibility of celebrating Mawlid, as some Muslims judge the custom as an unacceptable practice according to Islamic tradition. In Iran, Mother's Day is celebrated on the birthday of Fatima al-Zahra, the daughter of Muhammad. Banners reading Ya Fatima ("O Fatima") are displayed on government buildings, private buildings, public streets and car windows. Religious views In Judaism, rabbis are divided about celebrating this custom, although the majority of the faithful accept it. In the Torah, the only mention of a birthday is the celebration of Pharaoh's birthday in Egypt (Genesis 40:20). Although the birthday of Jesus of Nazareth is celebrated as a Christian holiday on December 25, historically the celebrating of an individual person's birthday has been subject to theological debate. Early Christians, notes The World Book Encyclopedia, "considered the celebration of anyone's birth to be a pagan custom." Origen, in his commentary "On Levites," wrote that Christians should not only refrain from celebrating their birthdays but should look at them with disgust as a pagan custom. A saint's day was typically celebrated on the anniversary of their martyrdom or death, considered the occasion of or preparation for their entrance into Heaven or the New Jerusalem. Ordinary folk in the Middle Ages celebrated their saint's day (the saint they were named after), but nobility celebrated the anniversary of their birth.[citation needed] The "Squire's Tale", one of Chaucer's Canterbury Tales, opens as King Cambuskan proclaims a feast to celebrate his birthday. In the Modern era, the Catholic Church, the Eastern Orthodox Church and Protestantism, i.e. the three main branches of Christianity, as well as almost all Christian religious denominations, consider celebrating birthdays acceptable or at most a choice of the individual. An exception is Jehovah's Witnesses, who do not celebrate them for various reasons: in their interpretation this feast has pagan origins, was not celebrated by early Christians, is negatively expounded in the Holy Scriptures and has customs linked to superstition and magic. In some historically Roman Catholic and Eastern Orthodox countries,[a] it is common to have a 'name day', otherwise known as a 'Saint's day'. It is celebrated in much the same way as a birthday, but it is held on the official day of a saint with the same Christian name as the birthday person; the difference being that one may look up a person's name day in a calendar, or easily remember common name days (for example, John or Mary); however in pious traditions, the two were often made to concur by giving a newborn the name of a saint celebrated on its day of confirmation, more seldom one's birthday. Some are given the name of the religious feast of their christening's day or birthday, for example, Noel or Pascal (French for Christmas and "of Easter"); as another example, Togliatti was given Palmiro as his first name because he was born on Palm Sunday. The birthday does not reflect Islamic tradition, and because of this, the majority of Muslims refrain from celebrating it. Others do not object, as long as it is not accompanied by behavior contrary to Islamic tradition. A good portion of Muslims (and Arab Christians) who have emigrated to the United States and Europe celebrate birthdays as customary, especially for children, while others abstain. Hindus celebrate the birth anniversary day every year when the day that corresponds to the lunar month or solar month (Sun Signs Nirayana System – Sourava Mana Masa) of birth and has the same asterism (Star/Nakshatra) as that of the date of birth. That age is reckoned whenever Janma Nakshatra of the same month passes. Hindus regard death to be more auspicious than birth, since the person is liberated from the bondages of material society. Also, traditionally, rituals and prayers for the departed are observed on the 5th and 11th days, with many relatives gathering. Historical and cultural perspectives According to Herodotus (5th century BC), of all the days in the year, the one which the Persians celebrate most is their birthday. It was customary to have the board furnished on that day with an ampler supply than common: the richer people eat wholly baked cow, horse, camel, or donkey (Greek: ὄνον), while the poorer classes use instead the smaller kinds of cattle. On his birthday, the king anointed his head and presented gifts to the Persians. According to the law of the Royal Supper, on that day "no one should be refused a request". The rule for drinking was "No restrictions". In ancient Rome, a birthday (dies natalis) was originally an act of religious cultivation (cultus). A dies natalis was celebrated annually for a temple on the day of its founding, and the term is still used sometimes for the anniversary of an institution such as a university. The temple founding day might become the "birthday" of the deity housed there. March 1, for example, was celebrated as the birthday of the god Mars. Each human likewise had a natal divinity, the guardian spirit called the Genius, or sometimes the Juno for a woman, who was owed religious devotion on the day of birth, usually in the household shrine (lararium). The decoration of a lararium often shows the Genius in the role of the person carrying out the rites. A person marked their birthday with ritual acts that might include lighting an altar, saying prayers, making vows (vota), anointing and wreathing a statue of the Genius, or sacrificing to a patron deity. Incense, cakes, and wine were common offerings. Celebrating someone else's birthday was a way to show affection, friendship, or respect. In exile, the poet Ovid, though alone, celebrated not only his own birthday rite but that of his far distant wife. Birthday parties affirmed social as well as sacred ties. One of the Vindolanda tablets is an invitation to a birthday party from the wife of one Roman officer to the wife of another. Books were a popular birthday gift, sometimes handcrafted as a luxury edition or composed especially for the person honored. Birthday poems are a minor but distinctive genre of Latin literature. The banquets, libations, and offerings or gifts that were a regular part of most Roman religious observances thus became part of birthday celebrations for individuals. A highly esteemed person would continue to be celebrated on their birthday after death, in addition to the several holidays on the Roman calendar for commemorating the dead collectively. Birthday commemoration was considered so important that money was often bequeathed to a social organization to fund an annual banquet in the deceased's honor. The observance of a patron's birthday or the honoring of a political figure's Genius was one of the religious foundations for imperial cult or so-called "emperor worship." The Chinese word for "year(s) old" (t 歲, s 岁, suì) is entirely different from the usual word for "year(s)" (年, nián), reflecting the former importance of Chinese astrology and the belief that one's fate was bound to the stars imagined to be in opposition to the planet Jupiter at the time of one's birth. The importance of this duodecennial orbital cycle only survives in popular culture as the 12 animals of the Chinese zodiac, which change each Chinese New Year and may be used as a theme for some gifts or decorations. Because of the importance attached to the influence of these stars in ancient China and throughout the Sinosphere, East Asian age reckoning previously began with one at birth and then added years at each Chinese New Year, so that it formed a record of the suì one had lived through rather than of the exact amount of time from one's birth. This method—which can differ by as much as two years of age from other systems—is increasingly uncommon and is not used for official purposes in the PRC or on Taiwan, although the word suì is still used for describing age. Traditionally, Chinese birthdays—when celebrated—were reckoned using the lunisolar calendar, which varies from the Gregorian calendar by as much as a month forward or backward depending on the year. Celebrating the lunisolar birthday remains common on Taiwan while growing increasingly uncommon on the mainland. Birthday traditions reflected the culture's deep-seated focus on longevity and wordplay. From the homophony in some dialects between 酒 ("rice wine") and 久 (meaning "long" in the sense of time passing), osmanthus and other rice wines are traditional gifts for birthdays in China. Longevity noodles are another traditional food consumed on the day, although western-style birthday cakes are increasingly common among urban Chinese. Hongbaos—red envelopes stuffed with money, now especially the red 100 RMB notes—are the usual gift from relatives and close family friends for most children. Gifts for adults on their birthdays are much less common, although the birthday for each decade is a larger occasion that might prompt a large dinner and celebration. The Japanese reckoned their birthdays by the Chinese system until the Meiji Reforms. Celebrations remained uncommon or muted until after the American occupation that followed World War II.[citation needed] Children's birthday parties are the most important, typically celebrated with a cake, candles, and singing. Adults often just celebrate with their partner. In North Korea, the Day of the Sun, Kim Il Sung's birthday, is the most important public holiday of the country, and Kim Jong Il's birthday is celebrated as the Day of the Shining Star. North Koreans are not permitted to celebrate birthdays on July 8 and December 17 because these were the dates of the deaths of Kim Il Sung and Kim Jong Il, respectively. More than 100,000 North Koreans celebrate displaced birthdays on July 9 and December 18 instead to avoid these dates. A person born on July 8 before 1994 may change their birthday, with official recognition. South Korea was one of the last countries to use a form of East Asian age reckoning for many official purposes. Prior to June 2023, three systems were used together—"Korean ages" that start with 1 at birth and increase every January 1st with the Gregorian New Year, "year ages" that start with 0 at birth and otherwise increase the same way, and "actual ages" that start with 0 at birth and increase each birthday. First birthday celebrations was heavily celebrated, despite usually having little to do with the child's age. In June 2023, all Korean ages were set back at least one year, and official ages henceforth are reckoned only by birthdays. In Ghana, children wake up on their birthday to a special treat called oto, which is a patty made from mashed sweet potato and eggs fried in palm oil. Later they have a birthday party where they usually eat stew and rice and a dish known as kelewele, which is fried plantain chunks. Distribution through the year Birthdays are fairly evenly distributed throughout the year, with some seasonal effects. In the United States, there tend to be more births in September and October. This may be because there is a holiday season nine months before (the human gestation period is about nine months), or because the longest nights of the year also occur in the Northern Hemisphere nine months before. However, the holidays affect birth rates more than the winter: New Zealand, a Southern Hemisphere country, has the same September and October peak with no corresponding peak in March and April. The least common birthdays tend to fall around public holidays, such as Christmas, New Year's Day and fixed-date holidays such as Independence Day in the US, which falls on July 4. Between 1973 and 1999, September 16 was the most common birthday in the United States, and December 25 was the least common birthday (other than February 29 because of leap years). In 2011, October 5 and 6 were reported as the most frequently occurring birthdays. New Zealand's most common birthday is September 29, and the least common birthday is December 25. The ten most common birthdays all fall within a thirteen-day period, between September 22 and October 4. The ten least common birthdays (other than February 29) are December 24–27, January 1–2, February 6, March 22, April 1, and April 25. This is based on all live births registered in New Zealand between 1980 and 2017. Positive and negative associations with culturally significant dates may influence birth rates. The study shows a 5.3% decrease in spontaneous births and a 16.9% decrease in Caesarean births on Halloween, compared to dates occurring within one week before and one week after the October holiday. In contrast, on Valentine's Day, there is a 3.6% increase in spontaneous births and a 12.1% increase in Caesarean births. In Sweden, 9.3% of the population is born in March and 7.3% in November, when a uniform distribution would give 8.3%. In the Gregorian calendar (a common solar calendar), February in a leap year has 29 days instead of the usual 28, so the year lasts 366 days instead of the usual 365. A person born on February 29 may be called a "leapling" or a "leaper". In common years, they usually celebrate their birthdays on February 28. In some situations, March 1 is used as the birthday in a non-leap year since it is the day following February 28. Technically, a leapling will have fewer birthday anniversaries than their age in years. This phenomenon is exploited when a person claims to be only a quarter of their actual age, by counting their leap-year birthday anniversaries only. In Gilbert and Sullivan's 1879 comic opera The Pirates of Penzance, Frederic the pirate apprentice discovers that he is bound to serve the pirates until his 21st birthday rather than until his 21st year. For legal purposes, legal birthdays depend on how local laws count time intervals. An individual's Beddian birthday, named in tribute to firefighter Bobby Beddia, occurs during the year that their age matches the last two digits of the year they were born. Some studies show people are more likely to die on their birthdays, with explanations including excessive drinking, suicide, cardiovascular events due to high stress or happiness, efforts to postpone death for major social events, and death certificate paperwork errors. See also References Notes External links |
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[SOURCE: https://en.wikipedia.org/wiki/Birthday#Islam] | [TOKENS: 4101] |
Contents Birthday A birthday is the anniversary of the birth of a person or the figurative birth of an institution. Birthdays of people are celebrated in numerous cultures, often with birthday gifts, birthday cards, a birthday party, or a rite of passage. Many religions celebrate the birth of their founders or religious figures with special holidays (e.g. Christmas, Mawlid, Buddha's Birthday, Krishna Janmashtami, and Gurpurb). There is a distinction between birthday and birthdate (also known as date of birth): the former, except for February 29, occurs each year (e.g. January 15), while the latter is the complete date when a person was born (e.g. January 15, 2001). Coming of age In most legal systems, one becomes a legal adult on a particular birthday when they reach the age of majority (usually between 12 and 21), and reaching age-specific milestones confers particular rights and responsibilities. At certain ages, one may become eligible to leave full-time education, become subject to military conscription or to enlist in the military, to consent to sexual intercourse, to marry with parental consent, to marry without parental consent, to vote, to run for elected office, to legally purchase (or consume) alcohol and tobacco products, to purchase lottery tickets, or to obtain a driver's licence. The age of majority is when minors cease to legally be considered children and assume control over their persons, actions, and decisions, thereby terminating the legal control and responsibilities of their parents or guardians over and for them. Most countries set the age of majority at 18, though it varies by jurisdiction. Many cultures celebrate a coming of age birthday when a person reaches a particular year of life. Some cultures celebrate landmark birthdays in early life or old age. In many cultures and jurisdictions, if a person's real birthday is unknown (for example, if they are an orphan), their birthday may be adopted or assigned to a specific day of the year, such as January 1. Racehorses are reckoned to become one year old in the year following their birth on January 1 in the Northern Hemisphere and August 1 in the Southern Hemisphere.[relevant?] Birthday parties In certain parts of the world, an individual's birthday is celebrated by a party featuring a specially made cake. Presents are bestowed on the individual by the guests appropriate to their age. Other birthday activities may include entertainment (sometimes by a hired professional, i.e., a clown, magician, or musician) and a special toast or speech by the birthday celebrant. The last stanza of Patty Hill's and Mildred Hill's famous song, "Good Morning to You" (unofficially titled "Happy Birthday to You") is typically sung by the guests at some point in the proceedings. In some countries, a piñata takes the place of a cake. The birthday cake may be decorated with lettering and the person's age, or studded with the same number of lit candles as the age of the individual. The celebrated individual may make a silent wish and attempt to blow out the candles in one breath; if successful, superstition holds that the wish will be granted. In many cultures, the wish must be kept secret or it will not "come true". Birthdays as holidays Historically significant people's birthdays, such as national heroes or founders, are often commemorated by an official holiday marking the anniversary of their birth. Some notables, particularly monarchs, have an official birthday on a fixed day of the year, which may not necessarily match the day of their birth, but on which celebrations are held. In Mahayana Buddhism, many monasteries celebrate the anniversary of Buddha's birth, usually in a highly formal, ritualized manner. They treat Buddha's statue as if it was Buddha himself as if he were alive; bathing, and "feeding" him. Jesus Christ's traditional birthday is celebrated as Christmas Eve or Christmas Day around the world, on December 24 or 25, respectively. As some Eastern churches use the Julian calendar, December 25 will fall on January 7 in the Gregorian calendar. These dates are traditional and have no connection with Jesus's actual birthday, which is not recorded in the Gospels. Similarly, the birthdays of the Virgin Mary and John the Baptist are liturgically celebrated on September 8 and June 24, especially in the Roman Catholic and Eastern Orthodox traditions (although for those Eastern Orthodox churches using the Julian calendar the corresponding Gregorian dates are September 21 and July 7 respectively). As with Christmas, the dates of these celebrations are traditional and probably have no connection with the actual birthdays of these individuals. Catholic saints are remembered by a liturgical feast on the anniversary of their "birth" into heaven a.k.a. their day of death. In Hinduism, Ganesh Chaturthi is a festival celebrating the birth of the elephant-headed deity Ganesha in extensive community celebrations and at home. Figurines of Ganesha are made for the holiday and are widely sold. Sikhs celebrate the anniversary of the birth of Guru Nanak and other Sikh gurus, which is known as Gurpurb. Mawlid is the anniversary of the birth of Muhammad and is celebrated on the 12th or 17th day of Rabi' al-awwal by adherents of Sunni and Shia Islam respectively. These are the two most commonly accepted dates of birth of Muhammad. However, there is much controversy regarding the permissibility of celebrating Mawlid, as some Muslims judge the custom as an unacceptable practice according to Islamic tradition. In Iran, Mother's Day is celebrated on the birthday of Fatima al-Zahra, the daughter of Muhammad. Banners reading Ya Fatima ("O Fatima") are displayed on government buildings, private buildings, public streets and car windows. Religious views In Judaism, rabbis are divided about celebrating this custom, although the majority of the faithful accept it. In the Torah, the only mention of a birthday is the celebration of Pharaoh's birthday in Egypt (Genesis 40:20). Although the birthday of Jesus of Nazareth is celebrated as a Christian holiday on December 25, historically the celebrating of an individual person's birthday has been subject to theological debate. Early Christians, notes The World Book Encyclopedia, "considered the celebration of anyone's birth to be a pagan custom." Origen, in his commentary "On Levites," wrote that Christians should not only refrain from celebrating their birthdays but should look at them with disgust as a pagan custom. A saint's day was typically celebrated on the anniversary of their martyrdom or death, considered the occasion of or preparation for their entrance into Heaven or the New Jerusalem. Ordinary folk in the Middle Ages celebrated their saint's day (the saint they were named after), but nobility celebrated the anniversary of their birth.[citation needed] The "Squire's Tale", one of Chaucer's Canterbury Tales, opens as King Cambuskan proclaims a feast to celebrate his birthday. In the Modern era, the Catholic Church, the Eastern Orthodox Church and Protestantism, i.e. the three main branches of Christianity, as well as almost all Christian religious denominations, consider celebrating birthdays acceptable or at most a choice of the individual. An exception is Jehovah's Witnesses, who do not celebrate them for various reasons: in their interpretation this feast has pagan origins, was not celebrated by early Christians, is negatively expounded in the Holy Scriptures and has customs linked to superstition and magic. In some historically Roman Catholic and Eastern Orthodox countries,[a] it is common to have a 'name day', otherwise known as a 'Saint's day'. It is celebrated in much the same way as a birthday, but it is held on the official day of a saint with the same Christian name as the birthday person; the difference being that one may look up a person's name day in a calendar, or easily remember common name days (for example, John or Mary); however in pious traditions, the two were often made to concur by giving a newborn the name of a saint celebrated on its day of confirmation, more seldom one's birthday. Some are given the name of the religious feast of their christening's day or birthday, for example, Noel or Pascal (French for Christmas and "of Easter"); as another example, Togliatti was given Palmiro as his first name because he was born on Palm Sunday. The birthday does not reflect Islamic tradition, and because of this, the majority of Muslims refrain from celebrating it. Others do not object, as long as it is not accompanied by behavior contrary to Islamic tradition. A good portion of Muslims (and Arab Christians) who have emigrated to the United States and Europe celebrate birthdays as customary, especially for children, while others abstain. Hindus celebrate the birth anniversary day every year when the day that corresponds to the lunar month or solar month (Sun Signs Nirayana System – Sourava Mana Masa) of birth and has the same asterism (Star/Nakshatra) as that of the date of birth. That age is reckoned whenever Janma Nakshatra of the same month passes. Hindus regard death to be more auspicious than birth, since the person is liberated from the bondages of material society. Also, traditionally, rituals and prayers for the departed are observed on the 5th and 11th days, with many relatives gathering. Historical and cultural perspectives According to Herodotus (5th century BC), of all the days in the year, the one which the Persians celebrate most is their birthday. It was customary to have the board furnished on that day with an ampler supply than common: the richer people eat wholly baked cow, horse, camel, or donkey (Greek: ὄνον), while the poorer classes use instead the smaller kinds of cattle. On his birthday, the king anointed his head and presented gifts to the Persians. According to the law of the Royal Supper, on that day "no one should be refused a request". The rule for drinking was "No restrictions". In ancient Rome, a birthday (dies natalis) was originally an act of religious cultivation (cultus). A dies natalis was celebrated annually for a temple on the day of its founding, and the term is still used sometimes for the anniversary of an institution such as a university. The temple founding day might become the "birthday" of the deity housed there. March 1, for example, was celebrated as the birthday of the god Mars. Each human likewise had a natal divinity, the guardian spirit called the Genius, or sometimes the Juno for a woman, who was owed religious devotion on the day of birth, usually in the household shrine (lararium). The decoration of a lararium often shows the Genius in the role of the person carrying out the rites. A person marked their birthday with ritual acts that might include lighting an altar, saying prayers, making vows (vota), anointing and wreathing a statue of the Genius, or sacrificing to a patron deity. Incense, cakes, and wine were common offerings. Celebrating someone else's birthday was a way to show affection, friendship, or respect. In exile, the poet Ovid, though alone, celebrated not only his own birthday rite but that of his far distant wife. Birthday parties affirmed social as well as sacred ties. One of the Vindolanda tablets is an invitation to a birthday party from the wife of one Roman officer to the wife of another. Books were a popular birthday gift, sometimes handcrafted as a luxury edition or composed especially for the person honored. Birthday poems are a minor but distinctive genre of Latin literature. The banquets, libations, and offerings or gifts that were a regular part of most Roman religious observances thus became part of birthday celebrations for individuals. A highly esteemed person would continue to be celebrated on their birthday after death, in addition to the several holidays on the Roman calendar for commemorating the dead collectively. Birthday commemoration was considered so important that money was often bequeathed to a social organization to fund an annual banquet in the deceased's honor. The observance of a patron's birthday or the honoring of a political figure's Genius was one of the religious foundations for imperial cult or so-called "emperor worship." The Chinese word for "year(s) old" (t 歲, s 岁, suì) is entirely different from the usual word for "year(s)" (年, nián), reflecting the former importance of Chinese astrology and the belief that one's fate was bound to the stars imagined to be in opposition to the planet Jupiter at the time of one's birth. The importance of this duodecennial orbital cycle only survives in popular culture as the 12 animals of the Chinese zodiac, which change each Chinese New Year and may be used as a theme for some gifts or decorations. Because of the importance attached to the influence of these stars in ancient China and throughout the Sinosphere, East Asian age reckoning previously began with one at birth and then added years at each Chinese New Year, so that it formed a record of the suì one had lived through rather than of the exact amount of time from one's birth. This method—which can differ by as much as two years of age from other systems—is increasingly uncommon and is not used for official purposes in the PRC or on Taiwan, although the word suì is still used for describing age. Traditionally, Chinese birthdays—when celebrated—were reckoned using the lunisolar calendar, which varies from the Gregorian calendar by as much as a month forward or backward depending on the year. Celebrating the lunisolar birthday remains common on Taiwan while growing increasingly uncommon on the mainland. Birthday traditions reflected the culture's deep-seated focus on longevity and wordplay. From the homophony in some dialects between 酒 ("rice wine") and 久 (meaning "long" in the sense of time passing), osmanthus and other rice wines are traditional gifts for birthdays in China. Longevity noodles are another traditional food consumed on the day, although western-style birthday cakes are increasingly common among urban Chinese. Hongbaos—red envelopes stuffed with money, now especially the red 100 RMB notes—are the usual gift from relatives and close family friends for most children. Gifts for adults on their birthdays are much less common, although the birthday for each decade is a larger occasion that might prompt a large dinner and celebration. The Japanese reckoned their birthdays by the Chinese system until the Meiji Reforms. Celebrations remained uncommon or muted until after the American occupation that followed World War II.[citation needed] Children's birthday parties are the most important, typically celebrated with a cake, candles, and singing. Adults often just celebrate with their partner. In North Korea, the Day of the Sun, Kim Il Sung's birthday, is the most important public holiday of the country, and Kim Jong Il's birthday is celebrated as the Day of the Shining Star. North Koreans are not permitted to celebrate birthdays on July 8 and December 17 because these were the dates of the deaths of Kim Il Sung and Kim Jong Il, respectively. More than 100,000 North Koreans celebrate displaced birthdays on July 9 and December 18 instead to avoid these dates. A person born on July 8 before 1994 may change their birthday, with official recognition. South Korea was one of the last countries to use a form of East Asian age reckoning for many official purposes. Prior to June 2023, three systems were used together—"Korean ages" that start with 1 at birth and increase every January 1st with the Gregorian New Year, "year ages" that start with 0 at birth and otherwise increase the same way, and "actual ages" that start with 0 at birth and increase each birthday. First birthday celebrations was heavily celebrated, despite usually having little to do with the child's age. In June 2023, all Korean ages were set back at least one year, and official ages henceforth are reckoned only by birthdays. In Ghana, children wake up on their birthday to a special treat called oto, which is a patty made from mashed sweet potato and eggs fried in palm oil. Later they have a birthday party where they usually eat stew and rice and a dish known as kelewele, which is fried plantain chunks. Distribution through the year Birthdays are fairly evenly distributed throughout the year, with some seasonal effects. In the United States, there tend to be more births in September and October. This may be because there is a holiday season nine months before (the human gestation period is about nine months), or because the longest nights of the year also occur in the Northern Hemisphere nine months before. However, the holidays affect birth rates more than the winter: New Zealand, a Southern Hemisphere country, has the same September and October peak with no corresponding peak in March and April. The least common birthdays tend to fall around public holidays, such as Christmas, New Year's Day and fixed-date holidays such as Independence Day in the US, which falls on July 4. Between 1973 and 1999, September 16 was the most common birthday in the United States, and December 25 was the least common birthday (other than February 29 because of leap years). In 2011, October 5 and 6 were reported as the most frequently occurring birthdays. New Zealand's most common birthday is September 29, and the least common birthday is December 25. The ten most common birthdays all fall within a thirteen-day period, between September 22 and October 4. The ten least common birthdays (other than February 29) are December 24–27, January 1–2, February 6, March 22, April 1, and April 25. This is based on all live births registered in New Zealand between 1980 and 2017. Positive and negative associations with culturally significant dates may influence birth rates. The study shows a 5.3% decrease in spontaneous births and a 16.9% decrease in Caesarean births on Halloween, compared to dates occurring within one week before and one week after the October holiday. In contrast, on Valentine's Day, there is a 3.6% increase in spontaneous births and a 12.1% increase in Caesarean births. In Sweden, 9.3% of the population is born in March and 7.3% in November, when a uniform distribution would give 8.3%. In the Gregorian calendar (a common solar calendar), February in a leap year has 29 days instead of the usual 28, so the year lasts 366 days instead of the usual 365. A person born on February 29 may be called a "leapling" or a "leaper". In common years, they usually celebrate their birthdays on February 28. In some situations, March 1 is used as the birthday in a non-leap year since it is the day following February 28. Technically, a leapling will have fewer birthday anniversaries than their age in years. This phenomenon is exploited when a person claims to be only a quarter of their actual age, by counting their leap-year birthday anniversaries only. In Gilbert and Sullivan's 1879 comic opera The Pirates of Penzance, Frederic the pirate apprentice discovers that he is bound to serve the pirates until his 21st birthday rather than until his 21st year. For legal purposes, legal birthdays depend on how local laws count time intervals. An individual's Beddian birthday, named in tribute to firefighter Bobby Beddia, occurs during the year that their age matches the last two digits of the year they were born. Some studies show people are more likely to die on their birthdays, with explanations including excessive drinking, suicide, cardiovascular events due to high stress or happiness, efforts to postpone death for major social events, and death certificate paperwork errors. See also References Notes External links |
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[SOURCE: https://en.wikipedia.org/wiki/Joke#Telling_jokes] | [TOKENS: 8460] |
Contents Joke A joke is a display of humour in which words are used within a specific and well-defined narrative structure to make people laugh and is usually not meant to be interpreted literally. It usually takes the form of a story, often with dialogue, and ends in a punch line, whereby the humorous element of the story is revealed; this can be done using a pun or other type of word play, irony or sarcasm, logical incompatibility, hyperbole, or other means. Linguist Robert Hetzron offers the definition: A joke is a short humorous piece of oral literature in which the funniness culminates in the final sentence, called the punchline… In fact, the main condition is that the tension should reach its highest level at the very end. No continuation relieving the tension should be added. As for its being "oral," it is true that jokes may appear printed, but when further transferred, there is no obligation to reproduce the text verbatim, as in the case of poetry. It is generally held that jokes benefit from brevity, containing no more detail than is needed to set the scene for the punchline at the end. In the case of riddle jokes or one-liners, the setting is implicitly understood, leaving only the dialogue and punchline to be verbalised. However, subverting these and other common guidelines can also be a source of humour—the shaggy dog story is an example of an anti-joke; although presented as a joke, it contains a long drawn-out narrative of time, place and character, rambles through many pointless inclusions and finally fails to deliver a punchline. Jokes are a form of humour, but not all humour is in the form of a joke. Some humorous forms which are not verbal jokes are: involuntary humour, situational humour, practical jokes, slapstick and anecdotes. Identified as one of the simple forms of oral literature by the Dutch linguist André Jolles, jokes are passed along anonymously. They are told in both private and public settings; a single person tells a joke to his friend in the natural flow of conversation, or a set of jokes is told to a group as part of scripted entertainment. Jokes are also passed along in written form or, more recently, through the internet. Stand-up comics, comedians and slapstick work with comic timing and rhythm in their performance, and may rely on actions as well as on the verbal punchline to evoke laughter. This distinction has been formulated in the popular saying "A comic says funny things; a comedian says things funny".[note 1] History in print Jokes do not belong to refined culture, but rather to the entertainment and leisure of all classes. As such, any printed versions were considered ephemera, i.e., temporary documents created for a specific purpose and intended to be thrown away. Many of these early jokes deal with scatological and sexual topics, entertaining to all social classes but not to be valued and saved.[citation needed] Various kinds of jokes have been identified in ancient pre-classical texts.[note 2] The oldest identified joke is an ancient Sumerian proverb from 1900 BC containing toilet humour: "Something which has never occurred since time immemorial; a young woman did not fart in her husband's lap." Its records were dated to the Old Babylonian period and the joke may go as far back as 2300 BC. The second oldest joke found, discovered on the Westcar Papyrus and believed to be about Sneferu, was from Ancient Egypt c. 1600 BC: "How do you entertain a bored pharaoh? You sail a boatload of young women dressed only in fishing nets down the Nile and urge the pharaoh to go catch a fish." The tale of the three ox drivers from Adab completes the three known oldest jokes in the world. This is a comic triple dating back to 1200 BC Adab. It concerns three men seeking justice from a king on the matter of ownership over a newborn calf, for whose birth they all consider themselves to be partially responsible. The king seeks advice from a priestess on how to rule the case, and she suggests a series of events involving the men's households and wives. The final portion of the story (which included the punch line), has not survived intact, though legible fragments suggest it was bawdy in nature. Jokes can be notoriously difficult to translate from language to language; particularly puns, which depend on specific words and not just on their meanings. For instance, Julius Caesar once sold land at a surprisingly cheap price to his lover Servilia, who was rumoured to be prostituting her daughter Tertia to Caesar in order to keep his favour. Cicero remarked that "conparavit Servilia hunc fundum tertia deducta." The punny phrase, "tertia deducta", can be translated as "with one-third off (in price)", or "with Tertia putting out." The earliest extant joke book is the Philogelos (Greek for The Laughter-Lover), a collection of 265 jokes written in crude ancient Greek dating to the fourth or fifth century AD. The author of the collection is obscure and a number of different authors are attributed to it, including "Hierokles and Philagros the grammatikos", just "Hierokles", or, in the Suda, "Philistion". British classicist Mary Beard states that the Philogelos may have been intended as a jokester's handbook of quips to say on the fly, rather than a book meant to be read straight through. Many of the jokes in this collection are surprisingly familiar, even though the typical protagonists are less recognisable to contemporary readers: the absent-minded professor, the eunuch, and people with hernias or bad breath. The Philogelos even contains a joke similar to Monty Python's "Dead Parrot Sketch". During the 15th century, the printing revolution spread across Europe following the development of the movable type printing press. This was coupled with the growth of literacy in all social classes. Printers turned out Jestbooks along with Bibles to meet both lowbrow and highbrow interests of the populace. One early anthology of jokes was the Facetiae by the Italian Poggio Bracciolini, first published in 1470. The popularity of this jest book can be measured on the twenty editions of the book documented alone for the 15th century. Another popular form was a collection of jests, jokes and funny situations attributed to a single character in a more connected, narrative form of the picaresque novel. Examples of this are the characters of Rabelais in France, Till Eulenspiegel in Germany, Lazarillo de Tormes in Spain and Master Skelton in England. There is also a jest book ascribed to William Shakespeare, the contents of which appear to both inform and borrow from his plays. All of these early jestbooks corroborate both the rise in the literacy of the European populations and the general quest for leisure activities during the Renaissance in Europe. The practice of printers using jokes and cartoons as page fillers was also widely used in the broadsides and chapbooks of the 19th century and earlier. With the increase in literacy in the general population and the growth of the printing industry, these publications were the most common forms of printed material between the 16th and 19th centuries throughout Europe and North America. Along with reports of events, executions, ballads and verse, they also contained jokes. Only one of many broadsides archived in the Harvard library is described as "1706. Grinning made easy; or, Funny Dick's unrivalled collection of curious, comical, odd, droll, humorous, witty, whimsical, laughable, and eccentric jests, jokes, bulls, epigrams, &c. With many other descriptions of wit and humour." These cheap publications, ephemera intended for mass distribution, were read alone, read aloud, posted and discarded. There are many types of joke books in print today; a search on the internet provides a plethora of titles available for purchase. They can be read alone for solitary entertainment, or used to stock up on new jokes to entertain friends. Some people try to find a deeper meaning in jokes, as in "Plato and a Platypus Walk into a Bar... Understanding Philosophy Through Jokes".[note 3] However a deeper meaning is not necessary to appreciate their inherent entertainment value. Magazines frequently use jokes and cartoons as filler for the printed page. Reader's Digest closes out many articles with an (unrelated) joke at the bottom of the article. The New Yorker was first published in 1925 with the stated goal of being a "sophisticated humour magazine" and is still known for its cartoons. Telling jokes Telling a joke is a cooperative effort; it requires that the teller and the audience mutually agree in one form or another to understand the narrative which follows as a joke. In a study of conversation analysis, the sociologist Harvey Sacks describes in detail the sequential organisation in the telling of a single joke. "This telling is composed, as for stories, of three serially ordered and adjacently placed types of sequences … the preface [framing], the telling, and the response sequences." Folklorists expand this to include the context of the joking. Who is telling what jokes to whom? And why is he telling them when? The context of the joke-telling in turn leads into a study of joking relationships, a term coined by anthropologists to refer to social groups within a culture who engage in institutionalised banter and joking. Framing is done with a (frequently formulaic) expression which keys the audience in to expect a joke. "Have you heard the one…", "Reminds me of a joke I heard…", "So, a lawyer and a doctor…"; these conversational markers are just a few examples of linguistic frames used to start a joke. Regardless of the frame used, it creates a social space and clear boundaries around the narrative which follows. Audience response to this initial frame can be acknowledgement and anticipation of the joke to follow. It can also be a dismissal, as in "this is no joking matter" or "this is no time for jokes". The performance frame serves to label joke-telling as a culturally marked form of communication. Both the performer and audience understand it to be set apart from the "real" world. "An elephant walks into a bar…"; a person sufficiently familiar with both the English language and the way jokes are told automatically understands that such a compressed and formulaic story, being told with no substantiating details, and placing an unlikely combination of characters into an unlikely setting and involving them in an unrealistic plot, is the start of a joke, and the story that follows is not meant to be taken at face value (i.e. it is non-bona-fide communication). The framing itself invokes a play mode; if the audience is unable or unwilling to move into play, then nothing will seem funny. Following its linguistic framing the joke, in the form of a story, can be told. It is not required to be verbatim text like other forms of oral literature such as riddles and proverbs. The teller can and does modify the text of the joke, depending both on memory and the present audience. The important characteristic is that the narrative is succinct, containing only those details which lead directly to an understanding and decoding of the punchline. This requires that it support the same (or similar) divergent scripts which are to be embodied in the punchline. The punchline is intended to make the audience laugh. A linguistic interpretation of this punchline/response is elucidated by Victor Raskin in his Script-based Semantic Theory of Humour. Humour is evoked when a trigger contained in the punchline causes the audience to abruptly shift its understanding of the story from the primary (or more obvious) interpretation to a secondary, opposing interpretation. "The punchline is the pivot on which the joke text turns as it signals the shift between the [semantic] scripts necessary to interpret [re-interpret] the joke text." To produce the humour in the verbal joke, the two interpretations (i.e. scripts) need to both be compatible with the joke text and opposite or incompatible with each other. Thomas R. Shultz, a psychologist, independently expands Raskin's linguistic theory to include "two stages of incongruity: perception and resolution." He explains that "… incongruity alone is insufficient to account for the structure of humour. […] Within this framework, humour appreciation is conceptualized as a biphasic sequence involving first the discovery of incongruity followed by a resolution of the incongruity." In the case of a joke, that resolution generates laughter. This is the point at which the field of neurolinguistics offers some insight into the cognitive processing involved in this abrupt laughter at the punchline. Studies by the cognitive science researchers Coulson and Kutas directly address the theory of script switching articulated by Raskin in their work. The article "Getting it: Human event-related brain response to jokes in good and poor comprehenders" measures brain activity in response to reading jokes. Additional studies by others in the field support more generally the theory of two-stage processing of humour, as evidenced in the longer processing time they require. In the related field of neuroscience, it has been shown that the expression of laughter is caused by two partially independent neuronal pathways: an "involuntary" or "emotionally driven" system and a "voluntary" system. This study adds credence to the common experience when exposed to an off-colour joke; a laugh is followed in the next breath by a disclaimer: "Oh, that's bad…" Here the multiple steps in cognition are clearly evident in the stepped response, the perception being processed just a breath faster than the resolution of the moral/ethical content in the joke. Expected response to a joke is laughter. The joke teller hopes the audience "gets it" and is entertained. This leads to the premise that a joke is actually an "understanding test" between individuals and groups. If the listeners do not get the joke, they are not understanding the two scripts which are contained in the narrative as they were intended. Or they do "get it" and do not laugh; it might be too obscene, too gross or too dumb for the current audience. A woman might respond differently to a joke told by a male colleague around the water cooler than she would to the same joke overheard in a women's lavatory. A joke involving toilet humour may be funnier told on the playground at elementary school than on a college campus. The same joke will elicit different responses in different settings. The punchline in the joke remains the same, however, it is more or less appropriate depending on the current context. The context explores the specific social situation in which joking occurs. The narrator automatically modifies the text of the joke to be acceptable to different audiences, while at the same time supporting the same divergent scripts in the punchline. The vocabulary used in telling the same joke at a university fraternity party and to one's grandmother might well vary. In each situation, it is important to identify both the narrator and the audience as well as their relationship with each other. This varies to reflect the complexities of a matrix of different social factors: age, sex, race, ethnicity, kinship, political views, religion, power relationships, etc. When all the potential combinations of such factors between the narrator and the audience are considered, then a single joke can take on infinite shades of meaning for each unique social setting. The context, however, should not be confused with the function of the joking. "Function is essentially an abstraction made on the basis of a number of contexts". In one long-term observation of men coming off the late shift at a local café, joking with the waitresses was used to ascertain sexual availability for the evening. Different types of jokes, going from general to topical into explicitly sexual humour signalled openness on the part of the waitress for a connection. This study describes how jokes and joking are used to communicate much more than just good humour. That is a single example of the function of joking in a social setting, but there are others. Sometimes jokes are used simply to get to know someone better. What makes them laugh, what do they find funny? Jokes concerning politics, religion or sexual topics can be used effectively to gauge the attitude of the audience to any one of these topics. They can also be used as a marker of group identity, signalling either inclusion or exclusion for the group. Among pre-adolescents, "dirty" jokes allow them to share information about their changing bodies. And sometimes joking is just simple entertainment for a group of friends. Relationships The context of joking in turn leads to a study of joking relationships, a term coined by anthropologists to refer to social groups within a culture who take part in institutionalised banter and joking. These relationships can be either one-way or a mutual back and forth between partners. The joking relationship is defined as a peculiar combination of friendliness and antagonism. The behaviour is such that in any other social context it would express and arouse hostility; but it is not meant seriously and must not be taken seriously. There is a pretence of hostility along with a real friendliness. To put it in another way, the relationship is one of permitted disrespect. Joking relationships were first described by anthropologists within kinship groups in Africa. But they have since been identified in cultures around the world, where jokes and joking are used to mark and reinforce appropriate boundaries of a relationship. Electronic The advent of electronic communications at the end of the 20th century introduced new traditions into jokes. A verbal joke or cartoon is emailed to a friend or posted on a bulletin board; reactions include a replied email with a :-) or LOL, or a forward on to further recipients. Interaction is limited to the computer screen and for the most part solitary. While preserving the text of a joke, both context and variants are lost in internet joking; for the most part, emailed jokes are passed along verbatim. The framing of the joke frequently occurs in the subject line: "RE: laugh for the day" or something similar. The forward of an email joke can increase the number of recipients exponentially. Internet joking forces a re-evaluation of social spaces and social groups. They are no longer only defined by physical presence and locality, they also exist in the connectivity in cyberspace. "The computer networks appear to make possible communities that, although physically dispersed, display attributes of the direct, unconstrained, unofficial exchanges folklorists typically concern themselves with". This is particularly evident in the spread of topical jokes, "that genre of lore in which whole crops of jokes spring up seemingly overnight around some sensational event … flourish briefly and then disappear, as the mass media move on to fresh maimings and new collective tragedies". This correlates with the new understanding of the internet as an "active folkloric space" with evolving social and cultural forces and clearly identifiable performers and audiences. A study by the folklorist Bill Ellis documented how an evolving cycle was circulated over the internet. By accessing message boards that specialised in humour immediately following the 9/11 disaster, Ellis was able to observe in real-time both the topical jokes being posted electronically and responses to the jokes. Previous folklore research has been limited to collecting and documenting successful jokes, and only after they had emerged and come to folklorists' attention. Now, an Internet-enhanced collection creates a time machine, as it were, where we can observe what happens in the period before the risible moment, when attempts at humour are unsuccessful Access to archived message boards also enables us to track the development of a single joke thread in the context of a more complicated virtual conversation. Joke cycles A joke cycle is a collection of jokes about a single target or situation which displays consistent narrative structure and type of humour. Some well-known cycles are elephant jokes using nonsense humour, dead baby jokes incorporating black humour, and light bulb jokes, which describe all kinds of operational stupidity. Joke cycles can centre on ethnic groups, professions (viola jokes), catastrophes, settings (…walks into a bar), absurd characters (wind-up dolls), or logical mechanisms which generate the humour (knock-knock jokes). A joke can be reused in different joke cycles; an example of this is the same Head & Shoulders joke refitted to the tragedies of Vic Morrow, Admiral Mountbatten and the crew of the Challenger space shuttle.[note 4] These cycles seem to appear spontaneously, spread rapidly across countries and borders only to dissipate after some time. Folklorists and others have studied individual joke cycles in an attempt to understand their function and significance within the culture. Joke cycles circulated in the recent past include: As with the 9/11 disaster discussed above, cycles attach themselves to celebrities or national catastrophes such as the death of Diana, Princess of Wales, the death of Michael Jackson, and the Space Shuttle Challenger disaster. These cycles arise regularly as a response to terrible unexpected events which command the national news. An in-depth analysis of the Challenger joke cycle documents a change in the type of humour circulated following the disaster, from February to March 1986. "It shows that the jokes appeared in distinct 'waves', the first responding to the disaster with clever wordplay and the second playing with grim and troubling images associated with the event…The primary social function of disaster jokes appears to be to provide closure to an event that provoked communal grieving, by signalling that it was time to move on and pay attention to more immediate concerns". The sociologist Christie Davies has written extensively on ethnic jokes told in countries around the world. In ethnic jokes he finds that the "stupid" ethnic target in the joke is no stranger to the culture, but rather a peripheral social group (geographic, economic, cultural, linguistic) well known to the joke tellers. So Americans tell jokes about Polacks and Italians, Germans tell jokes about Ostfriesens, and the English tell jokes about the Irish. In a review of Davies' theories it is said that "For Davies, [ethnic] jokes are more about how joke tellers imagine themselves than about how they imagine those others who serve as their putative targets…The jokes thus serve to center one in the world – to remind people of their place and to reassure them that they are in it." A third category of joke cycles identifies absurd characters as the butt: for example the grape, the dead baby or the elephant. Beginning in the 1960s, social and cultural interpretations of these joke cycles, spearheaded by the folklorist Alan Dundes, began to appear in academic journals. Dead baby jokes are posited to reflect societal changes and guilt caused by widespread use of contraception and abortion beginning in the 1960s.[note 5] Elephant jokes have been interpreted variously as stand-ins for American blacks during the Civil Rights Era or as an "image of something large and wild abroad in the land captur[ing] the sense of counterculture" of the sixties. These interpretations strive for a cultural understanding of the themes of these jokes which go beyond the simple collection and documentation undertaken previously by folklorists and ethnologists. Classification systems As folktales and other types of oral literature became collectables throughout Europe in the 19th century (Brothers Grimm et al.), folklorists and anthropologists of the time needed a system to organise these items. The Aarne–Thompson classification system was first published in 1910 by Antti Aarne, and later expanded by Stith Thompson to become the most renowned classification system for European folktales and other types of oral literature. Its final section addresses anecdotes and jokes, listing traditional humorous tales ordered by their protagonist; "This section of the Index is essentially a classification of the older European jests, or merry tales – humorous stories characterized by short, fairly simple plots. …" Due to its focus on older tale types and obsolete actors (e.g., numbskull), the Aarne–Thompson Index does not provide much help in identifying and classifying the modern joke. A more granular classification system used widely by folklorists and cultural anthropologists is the Thompson Motif Index, which separates tales into their individual story elements. This system enables jokes to be classified according to individual motifs included in the narrative: actors, items and incidents. It does not provide a system to classify the text by more than one element at a time while at the same time making it theoretically possible to classify the same text under multiple motifs. The Thompson Motif Index has spawned further specialised motif indices, each of which focuses on a single aspect of one subset of jokes. A sampling of just a few of these specialised indices have been listed under other motif indices. Here one can select an index for medieval Spanish folk narratives, another index for linguistic verbal jokes, and a third one for sexual humour. To assist the researcher with this increasingly confusing situation, there are also multiple bibliographies of indices as well as a how-to guide on creating your own index. Several difficulties have been identified with these systems of identifying oral narratives according to either tale types or story elements. A first major problem is their hierarchical organisation; one element of the narrative is selected as the major element, while all other parts are arrayed subordinate to this. A second problem with these systems is that the listed motifs are not qualitatively equal; actors, items and incidents are all considered side-by-side. And because incidents will always have at least one actor and usually have an item, most narratives can be ordered under multiple headings. This leads to confusion about both where to order an item and where to find it. A third significant problem is that the "excessive prudery" common in the middle of the 20th century means that obscene, sexual and scatological elements were regularly ignored in many of the indices. The folklorist Robert Georges has summed up the concerns with these existing classification systems: …Yet what the multiplicity and variety of sets and subsets reveal is that folklore [jokes] not only takes many forms, but that it is also multifaceted, with purpose, use, structure, content, style, and function all being relevant and important. Any one or combination of these multiple and varied aspects of a folklore example [such as jokes] might emerge as dominant in a specific situation or for a particular inquiry. It has proven difficult to organise all different elements of a joke into a multi-dimensional classification system which could be of real value in the study and evaluation of this (primarily oral) complex narrative form. The General Theory of Verbal Humour or GTVH, developed by the linguists Victor Raskin and Salvatore Attardo, attempts to do exactly this. This classification system was developed specifically for jokes and later expanded to include longer types of humorous narratives. Six different aspects of the narrative, labelled Knowledge Resources or KRs, can be evaluated largely independently of each other, and then combined into a concatenated classification label. These six KRs of the joke structure include: As development of the GTVH progressed, a hierarchy of the KRs was established to partially restrict the options for lower-level KRs depending on the KRs defined above them. For example, a lightbulb joke (SI) will always be in the form of a riddle (NS). Outside of these restrictions, the KRs can create a multitude of combinations, enabling a researcher to select jokes for analysis which contain only one or two defined KRs. It also allows for an evaluation of the similarity or dissimilarity of jokes depending on the similarity of their labels. "The GTVH presents itself as a mechanism … of generating [or describing] an infinite number of jokes by combining the various values that each parameter can take. … Descriptively, to analyze a joke in the GTVH consists of listing the values of the 6 KRs (with the caveat that TA and LM may be empty)." This classification system provides a functional multi-dimensional label for any joke, and indeed any verbal humour. Joke and humour research Many academic disciplines lay claim to the study of jokes (and other forms of humour) as within their purview. Fortunately, there are enough jokes, good, bad and worse, to go around. The studies of jokes from each of the interested disciplines bring to mind the tale of the blind men and an elephant where the observations, although accurate reflections of their own competent methodological inquiry, frequently fail to grasp the beast in its entirety. This attests to the joke as a traditional narrative form which is indeed complex, concise and complete in and of itself. It requires a "multidisciplinary, interdisciplinary, and cross-disciplinary field of inquiry" to truly appreciate these nuggets of cultural insight.[note 6] Sigmund Freud was one of the first modern scholars to recognise jokes as an important object of investigation. In his 1905 study Jokes and their Relation to the Unconscious Freud describes the social nature of humour and illustrates his text with many examples of contemporary Viennese jokes. His work is particularly noteworthy in this context because Freud distinguishes in his writings between jokes, humour and the comic. These are distinctions which become easily blurred in many subsequent studies where everything funny tends to be gathered under the umbrella term of "humour", making for a much more diffuse discussion. Since the publication of Freud's study, psychologists have continued to explore humour and jokes in their quest to explain, predict and control an individual's "sense of humour". Why do people laugh? Why do people find something funny? Can jokes predict character, or vice versa, can character predict the jokes an individual laughs at? What is a "sense of humour"? A current review of the popular magazine Psychology Today lists over 200 articles discussing various aspects of humour; in psychological jargon, the subject area has become both an emotion to measure and a tool to use in diagnostics and treatment. A new psychological assessment tool, the Values in Action Inventory developed by the American psychologists Christopher Peterson and Martin Seligman includes humour (and playfulness) as one of the core character strengths of an individual. As such, it could be a good predictor of life satisfaction. For psychologists, it would be useful to measure both how much of this strength an individual has and how it can be measurably increased. A 2007 survey of existing tools to measure humour identified more than 60 psychological measurement instruments. These measurement tools use many different approaches to quantify humour along with its related states and traits. There are tools to measure an individual's physical response by their smile; the Facial Action Coding System (FACS) is one of several tools used to identify any one of multiple types of smiles. Or the laugh can be measured to calculate the funniness response of an individual; multiple types of laughter have been identified. It must be stressed here that both smiles and laughter are not always a response to something funny. In trying to develop a measurement tool, most systems use "jokes and cartoons" as their test materials. However, because no two tools use the same jokes, and across languages this would not be feasible, how does one determine that the assessment objects are comparable? Moving on, whom does one ask to rate the sense of humour of an individual? Does one ask the person themselves, an impartial observer, or their family, friends and colleagues? Furthermore, has the current mood of the test subjects been considered; someone with a recent death in the family might not be much prone to laughter. Given the plethora of variants revealed by even a superficial glance at the problem, it becomes evident that these paths of scientific inquiry are mined with problematic pitfalls and questionable solutions. The psychologist Willibald Ruch [de] has been very active in the research of humour. He has collaborated with the linguists Raskin and Attardo on their General Theory of Verbal Humour (GTVH) classification system. Their goal is to empirically test both the six autonomous classification types (KRs) and the hierarchical ordering of these KRs. Advancement in this direction would be a win-win for both fields of study; linguistics would have empirical verification of this multi-dimensional classification system for jokes, and psychology would have a standardised joke classification with which they could develop verifiably comparable measurement tools. "The linguistics of humor has made gigantic strides forward in the last decade and a half and replaced the psychology of humor as the most advanced theoretical approach to the study of this important and universal human faculty." This recent statement by one noted linguist and humour researcher describes, from his perspective, contemporary linguistic humour research. Linguists study words, how words are strung together to build sentences, how sentences create meaning which can be communicated from one individual to another, and how our interaction with each other using words creates discourse. Jokes have been defined above as oral narratives in which words and sentences are engineered to build toward a punchline. The linguist's question is: what exactly makes the punchline funny? This question focuses on how the words used in the punchline create humour, in contrast to the psychologist's concern (see above) with the audience's response to the punchline. The assessment of humour by psychologists "is made from the individual's perspective; e.g. the phenomenon associated with responding to or creating humor and not a description of humor itself." Linguistics, on the other hand, endeavours to provide a precise description of what makes a text funny. Two major new linguistic theories have been developed and tested within the last decades. The first was advanced by Victor Raskin in "Semantic Mechanisms of Humor", published 1985. While being a variant on the more general concepts of the incongruity theory of humour, it is the first theory to identify its approach as exclusively linguistic. The Script-based Semantic Theory of Humour (SSTH) begins by identifying two linguistic conditions which make a text funny. It then goes on to identify the mechanisms involved in creating the punchline. This theory established the semantic/pragmatic foundation of humour as well as the humour competence of speakers.[note 7] Several years later the SSTH was incorporated into a more expansive theory of jokes put forth by Raskin and his colleague Salvatore Attardo. In the General Theory of Verbal Humour, the SSTH was relabelled as a Logical Mechanism (LM) (referring to the mechanism which connects the different linguistic scripts in the joke) and added to five other independent Knowledge Resources (KR). Together these six KRs could now function as a multi-dimensional descriptive label for any piece of humorous text. Linguistics has developed further methodological tools which can be applied to jokes: discourse analysis and conversation analysis of joking. Both of these subspecialties within the field focus on "naturally occurring" language use, i.e. the analysis of real (usually recorded) conversations. One of these studies has already been discussed above, where Harvey Sacks describes in detail the sequential organisation in telling a single joke. Discourse analysis emphasises the entire context of social joking, the social interaction which cradles the words. Folklore and cultural anthropology have perhaps the strongest claims on jokes as belonging to their bailiwick. Jokes remain one of the few remaining forms of traditional folk literature transmitted orally in western cultures. Identified as one of the "simple forms" of oral literature by André Jolles in 1930, they have been collected and studied since there were folklorists and anthropologists abroad in the lands. As a genre they were important enough at the beginning of the 20th century to be included under their own heading in the Aarne–Thompson index first published in 1910: Anecdotes and jokes. Beginning in the 1960s, cultural researchers began to expand their role from collectors and archivists of "folk ideas" to a more active role of interpreters of cultural artefacts. One of the foremost scholars active during this transitional time was the folklorist Alan Dundes. He started asking questions of tradition and transmission with the key observation that "No piece of folklore continues to be transmitted unless it means something, even if neither the speaker nor the audience can articulate what that meaning might be." In the context of jokes, this then becomes the basis for further research. Why is the joke told right now? Only in this expanded perspective is an understanding of its meaning to the participants possible. This questioning resulted in a blossoming of monographs to explore the significance of many joke cycles. What is so funny about absurd nonsense elephant jokes? Why make light of dead babies? In an article on contemporary German jokes about Auschwitz and the Holocaust, Dundes justifies this research: Whether one finds Auschwitz jokes funny or not is not an issue. This material exists and should be recorded. Jokes are always an important barometer of the attitudes of a group. The jokes exist and they obviously must fill some psychic need for those individuals who tell them and those who listen to them. A stimulating generation of new humour theories flourishes like mushrooms in the undergrowth: Elliott Oring's theoretical discussions on "appropriate ambiguity" and Amy Carrell's hypothesis of an "audience-based theory of verbal humor (1993)" to name just a few. In his book Humor and Laughter: An Anthropological Approach, the anthropologist Mahadev Apte presents a solid case for his own academic perspective. "Two axioms underlie my discussion, namely, that humor is by and large culture based and that humor can be a major conceptual and methodological tool for gaining insights into cultural systems." Apte goes on to call for legitimising the field of humour research as "humorology"; this would be a field of study incorporating an interdisciplinary character of humour studies. While the label "humorology" has yet to become a household word, great strides are being made in the international recognition of this interdisciplinary field of research. The International Society for Humor Studies was founded in 1989 with the stated purpose to "promote, stimulate and encourage the interdisciplinary study of humour; to support and cooperate with local, national, and international organizations having similar purposes; to organize and arrange meetings; and to issue and encourage publications concerning the purpose of the society". It also publishes Humor: International Journal of Humor Research and holds yearly conferences to promote and inform its speciality. In 1872, Charles Darwin published one of the first "comprehensive and in many ways remarkably accurate description of laughter in terms of respiration, vocalization, facial action and gesture and posture" (Laughter) in The Expression of the Emotions in Man and Animals. In this early study Darwin raises further questions about who laughs and why they laugh; the myriad responses since then illustrate the complexities of this behaviour. To understand laughter in humans and other primates, the science of gelotology (from the Greek gelos, meaning laughter) has been established; it is the study of laughter and its effects on the body from both a psychological and physiological perspective. While jokes can provoke laughter, laughter cannot be used as a one-to-one marker of jokes because there are multiple stimuli to laughter, humour being just one of them. The other six causes of laughter listed are social context, ignorance, anxiety, derision, acting apology, and tickling. As such, the study of laughter is a secondary albeit entertaining perspective in an understanding of jokes. Computational humour is a new field of study which uses computers to model humour; it bridges the disciplines of computational linguistics and artificial intelligence. A primary ambition of this field is to develop computer programs which can both generate a joke and recognise a text snippet as a joke. Early programming attempts have dealt almost exclusively with punning because this lends itself to simple straightforward rules. These primitive programs display no intelligence; instead, they work off a template with a finite set of pre-defined punning options upon which to build. More sophisticated computer joke programs have yet to be developed. Based on our understanding of the SSTH / GTVH humour theories, it is easy to see why. The linguistic scripts (a.k.a. frames) referenced in these theories include, for any given word, a "large chunk of semantic information surrounding the word and evoked by it [...] a cognitive structure internalized by the native speaker". These scripts extend much further than the lexical definition of a word; they contain the speaker's complete knowledge of the concept as it exists in his world. As insentient machines, computers lack the encyclopaedic scripts which humans gain through life experience. They also lack the ability to gather the experiences needed to build wide-ranging semantic scripts and understand language in a broader context, a context that any child picks up in daily interaction with his environment. Further development in this field must wait until computational linguists have succeeded in programming a computer with an ontological semantic natural language processing system. It is only "the most complex linguistic structures [which] can serve any formal and/or computational treatment of humor well". Toy systems (i.e. dummy punning programs) are completely inadequate to the task. Despite the fact that the field of computational humour is small and underdeveloped, it is encouraging to note the many interdisciplinary efforts which are currently underway. See also Notes References Further reading |
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[SOURCE: https://en.wikipedia.org/wiki/Joke#Framing:_"Have_you_heard_the_one…"] | [TOKENS: 8460] |
Contents Joke A joke is a display of humour in which words are used within a specific and well-defined narrative structure to make people laugh and is usually not meant to be interpreted literally. It usually takes the form of a story, often with dialogue, and ends in a punch line, whereby the humorous element of the story is revealed; this can be done using a pun or other type of word play, irony or sarcasm, logical incompatibility, hyperbole, or other means. Linguist Robert Hetzron offers the definition: A joke is a short humorous piece of oral literature in which the funniness culminates in the final sentence, called the punchline… In fact, the main condition is that the tension should reach its highest level at the very end. No continuation relieving the tension should be added. As for its being "oral," it is true that jokes may appear printed, but when further transferred, there is no obligation to reproduce the text verbatim, as in the case of poetry. It is generally held that jokes benefit from brevity, containing no more detail than is needed to set the scene for the punchline at the end. In the case of riddle jokes or one-liners, the setting is implicitly understood, leaving only the dialogue and punchline to be verbalised. However, subverting these and other common guidelines can also be a source of humour—the shaggy dog story is an example of an anti-joke; although presented as a joke, it contains a long drawn-out narrative of time, place and character, rambles through many pointless inclusions and finally fails to deliver a punchline. Jokes are a form of humour, but not all humour is in the form of a joke. Some humorous forms which are not verbal jokes are: involuntary humour, situational humour, practical jokes, slapstick and anecdotes. Identified as one of the simple forms of oral literature by the Dutch linguist André Jolles, jokes are passed along anonymously. They are told in both private and public settings; a single person tells a joke to his friend in the natural flow of conversation, or a set of jokes is told to a group as part of scripted entertainment. Jokes are also passed along in written form or, more recently, through the internet. Stand-up comics, comedians and slapstick work with comic timing and rhythm in their performance, and may rely on actions as well as on the verbal punchline to evoke laughter. This distinction has been formulated in the popular saying "A comic says funny things; a comedian says things funny".[note 1] History in print Jokes do not belong to refined culture, but rather to the entertainment and leisure of all classes. As such, any printed versions were considered ephemera, i.e., temporary documents created for a specific purpose and intended to be thrown away. Many of these early jokes deal with scatological and sexual topics, entertaining to all social classes but not to be valued and saved.[citation needed] Various kinds of jokes have been identified in ancient pre-classical texts.[note 2] The oldest identified joke is an ancient Sumerian proverb from 1900 BC containing toilet humour: "Something which has never occurred since time immemorial; a young woman did not fart in her husband's lap." Its records were dated to the Old Babylonian period and the joke may go as far back as 2300 BC. The second oldest joke found, discovered on the Westcar Papyrus and believed to be about Sneferu, was from Ancient Egypt c. 1600 BC: "How do you entertain a bored pharaoh? You sail a boatload of young women dressed only in fishing nets down the Nile and urge the pharaoh to go catch a fish." The tale of the three ox drivers from Adab completes the three known oldest jokes in the world. This is a comic triple dating back to 1200 BC Adab. It concerns three men seeking justice from a king on the matter of ownership over a newborn calf, for whose birth they all consider themselves to be partially responsible. The king seeks advice from a priestess on how to rule the case, and she suggests a series of events involving the men's households and wives. The final portion of the story (which included the punch line), has not survived intact, though legible fragments suggest it was bawdy in nature. Jokes can be notoriously difficult to translate from language to language; particularly puns, which depend on specific words and not just on their meanings. For instance, Julius Caesar once sold land at a surprisingly cheap price to his lover Servilia, who was rumoured to be prostituting her daughter Tertia to Caesar in order to keep his favour. Cicero remarked that "conparavit Servilia hunc fundum tertia deducta." The punny phrase, "tertia deducta", can be translated as "with one-third off (in price)", or "with Tertia putting out." The earliest extant joke book is the Philogelos (Greek for The Laughter-Lover), a collection of 265 jokes written in crude ancient Greek dating to the fourth or fifth century AD. The author of the collection is obscure and a number of different authors are attributed to it, including "Hierokles and Philagros the grammatikos", just "Hierokles", or, in the Suda, "Philistion". British classicist Mary Beard states that the Philogelos may have been intended as a jokester's handbook of quips to say on the fly, rather than a book meant to be read straight through. Many of the jokes in this collection are surprisingly familiar, even though the typical protagonists are less recognisable to contemporary readers: the absent-minded professor, the eunuch, and people with hernias or bad breath. The Philogelos even contains a joke similar to Monty Python's "Dead Parrot Sketch". During the 15th century, the printing revolution spread across Europe following the development of the movable type printing press. This was coupled with the growth of literacy in all social classes. Printers turned out Jestbooks along with Bibles to meet both lowbrow and highbrow interests of the populace. One early anthology of jokes was the Facetiae by the Italian Poggio Bracciolini, first published in 1470. The popularity of this jest book can be measured on the twenty editions of the book documented alone for the 15th century. Another popular form was a collection of jests, jokes and funny situations attributed to a single character in a more connected, narrative form of the picaresque novel. Examples of this are the characters of Rabelais in France, Till Eulenspiegel in Germany, Lazarillo de Tormes in Spain and Master Skelton in England. There is also a jest book ascribed to William Shakespeare, the contents of which appear to both inform and borrow from his plays. All of these early jestbooks corroborate both the rise in the literacy of the European populations and the general quest for leisure activities during the Renaissance in Europe. The practice of printers using jokes and cartoons as page fillers was also widely used in the broadsides and chapbooks of the 19th century and earlier. With the increase in literacy in the general population and the growth of the printing industry, these publications were the most common forms of printed material between the 16th and 19th centuries throughout Europe and North America. Along with reports of events, executions, ballads and verse, they also contained jokes. Only one of many broadsides archived in the Harvard library is described as "1706. Grinning made easy; or, Funny Dick's unrivalled collection of curious, comical, odd, droll, humorous, witty, whimsical, laughable, and eccentric jests, jokes, bulls, epigrams, &c. With many other descriptions of wit and humour." These cheap publications, ephemera intended for mass distribution, were read alone, read aloud, posted and discarded. There are many types of joke books in print today; a search on the internet provides a plethora of titles available for purchase. They can be read alone for solitary entertainment, or used to stock up on new jokes to entertain friends. Some people try to find a deeper meaning in jokes, as in "Plato and a Platypus Walk into a Bar... Understanding Philosophy Through Jokes".[note 3] However a deeper meaning is not necessary to appreciate their inherent entertainment value. Magazines frequently use jokes and cartoons as filler for the printed page. Reader's Digest closes out many articles with an (unrelated) joke at the bottom of the article. The New Yorker was first published in 1925 with the stated goal of being a "sophisticated humour magazine" and is still known for its cartoons. Telling jokes Telling a joke is a cooperative effort; it requires that the teller and the audience mutually agree in one form or another to understand the narrative which follows as a joke. In a study of conversation analysis, the sociologist Harvey Sacks describes in detail the sequential organisation in the telling of a single joke. "This telling is composed, as for stories, of three serially ordered and adjacently placed types of sequences … the preface [framing], the telling, and the response sequences." Folklorists expand this to include the context of the joking. Who is telling what jokes to whom? And why is he telling them when? The context of the joke-telling in turn leads into a study of joking relationships, a term coined by anthropologists to refer to social groups within a culture who engage in institutionalised banter and joking. Framing is done with a (frequently formulaic) expression which keys the audience in to expect a joke. "Have you heard the one…", "Reminds me of a joke I heard…", "So, a lawyer and a doctor…"; these conversational markers are just a few examples of linguistic frames used to start a joke. Regardless of the frame used, it creates a social space and clear boundaries around the narrative which follows. Audience response to this initial frame can be acknowledgement and anticipation of the joke to follow. It can also be a dismissal, as in "this is no joking matter" or "this is no time for jokes". The performance frame serves to label joke-telling as a culturally marked form of communication. Both the performer and audience understand it to be set apart from the "real" world. "An elephant walks into a bar…"; a person sufficiently familiar with both the English language and the way jokes are told automatically understands that such a compressed and formulaic story, being told with no substantiating details, and placing an unlikely combination of characters into an unlikely setting and involving them in an unrealistic plot, is the start of a joke, and the story that follows is not meant to be taken at face value (i.e. it is non-bona-fide communication). The framing itself invokes a play mode; if the audience is unable or unwilling to move into play, then nothing will seem funny. Following its linguistic framing the joke, in the form of a story, can be told. It is not required to be verbatim text like other forms of oral literature such as riddles and proverbs. The teller can and does modify the text of the joke, depending both on memory and the present audience. The important characteristic is that the narrative is succinct, containing only those details which lead directly to an understanding and decoding of the punchline. This requires that it support the same (or similar) divergent scripts which are to be embodied in the punchline. The punchline is intended to make the audience laugh. A linguistic interpretation of this punchline/response is elucidated by Victor Raskin in his Script-based Semantic Theory of Humour. Humour is evoked when a trigger contained in the punchline causes the audience to abruptly shift its understanding of the story from the primary (or more obvious) interpretation to a secondary, opposing interpretation. "The punchline is the pivot on which the joke text turns as it signals the shift between the [semantic] scripts necessary to interpret [re-interpret] the joke text." To produce the humour in the verbal joke, the two interpretations (i.e. scripts) need to both be compatible with the joke text and opposite or incompatible with each other. Thomas R. Shultz, a psychologist, independently expands Raskin's linguistic theory to include "two stages of incongruity: perception and resolution." He explains that "… incongruity alone is insufficient to account for the structure of humour. […] Within this framework, humour appreciation is conceptualized as a biphasic sequence involving first the discovery of incongruity followed by a resolution of the incongruity." In the case of a joke, that resolution generates laughter. This is the point at which the field of neurolinguistics offers some insight into the cognitive processing involved in this abrupt laughter at the punchline. Studies by the cognitive science researchers Coulson and Kutas directly address the theory of script switching articulated by Raskin in their work. The article "Getting it: Human event-related brain response to jokes in good and poor comprehenders" measures brain activity in response to reading jokes. Additional studies by others in the field support more generally the theory of two-stage processing of humour, as evidenced in the longer processing time they require. In the related field of neuroscience, it has been shown that the expression of laughter is caused by two partially independent neuronal pathways: an "involuntary" or "emotionally driven" system and a "voluntary" system. This study adds credence to the common experience when exposed to an off-colour joke; a laugh is followed in the next breath by a disclaimer: "Oh, that's bad…" Here the multiple steps in cognition are clearly evident in the stepped response, the perception being processed just a breath faster than the resolution of the moral/ethical content in the joke. Expected response to a joke is laughter. The joke teller hopes the audience "gets it" and is entertained. This leads to the premise that a joke is actually an "understanding test" between individuals and groups. If the listeners do not get the joke, they are not understanding the two scripts which are contained in the narrative as they were intended. Or they do "get it" and do not laugh; it might be too obscene, too gross or too dumb for the current audience. A woman might respond differently to a joke told by a male colleague around the water cooler than she would to the same joke overheard in a women's lavatory. A joke involving toilet humour may be funnier told on the playground at elementary school than on a college campus. The same joke will elicit different responses in different settings. The punchline in the joke remains the same, however, it is more or less appropriate depending on the current context. The context explores the specific social situation in which joking occurs. The narrator automatically modifies the text of the joke to be acceptable to different audiences, while at the same time supporting the same divergent scripts in the punchline. The vocabulary used in telling the same joke at a university fraternity party and to one's grandmother might well vary. In each situation, it is important to identify both the narrator and the audience as well as their relationship with each other. This varies to reflect the complexities of a matrix of different social factors: age, sex, race, ethnicity, kinship, political views, religion, power relationships, etc. When all the potential combinations of such factors between the narrator and the audience are considered, then a single joke can take on infinite shades of meaning for each unique social setting. The context, however, should not be confused with the function of the joking. "Function is essentially an abstraction made on the basis of a number of contexts". In one long-term observation of men coming off the late shift at a local café, joking with the waitresses was used to ascertain sexual availability for the evening. Different types of jokes, going from general to topical into explicitly sexual humour signalled openness on the part of the waitress for a connection. This study describes how jokes and joking are used to communicate much more than just good humour. That is a single example of the function of joking in a social setting, but there are others. Sometimes jokes are used simply to get to know someone better. What makes them laugh, what do they find funny? Jokes concerning politics, religion or sexual topics can be used effectively to gauge the attitude of the audience to any one of these topics. They can also be used as a marker of group identity, signalling either inclusion or exclusion for the group. Among pre-adolescents, "dirty" jokes allow them to share information about their changing bodies. And sometimes joking is just simple entertainment for a group of friends. Relationships The context of joking in turn leads to a study of joking relationships, a term coined by anthropologists to refer to social groups within a culture who take part in institutionalised banter and joking. These relationships can be either one-way or a mutual back and forth between partners. The joking relationship is defined as a peculiar combination of friendliness and antagonism. The behaviour is such that in any other social context it would express and arouse hostility; but it is not meant seriously and must not be taken seriously. There is a pretence of hostility along with a real friendliness. To put it in another way, the relationship is one of permitted disrespect. Joking relationships were first described by anthropologists within kinship groups in Africa. But they have since been identified in cultures around the world, where jokes and joking are used to mark and reinforce appropriate boundaries of a relationship. Electronic The advent of electronic communications at the end of the 20th century introduced new traditions into jokes. A verbal joke or cartoon is emailed to a friend or posted on a bulletin board; reactions include a replied email with a :-) or LOL, or a forward on to further recipients. Interaction is limited to the computer screen and for the most part solitary. While preserving the text of a joke, both context and variants are lost in internet joking; for the most part, emailed jokes are passed along verbatim. The framing of the joke frequently occurs in the subject line: "RE: laugh for the day" or something similar. The forward of an email joke can increase the number of recipients exponentially. Internet joking forces a re-evaluation of social spaces and social groups. They are no longer only defined by physical presence and locality, they also exist in the connectivity in cyberspace. "The computer networks appear to make possible communities that, although physically dispersed, display attributes of the direct, unconstrained, unofficial exchanges folklorists typically concern themselves with". This is particularly evident in the spread of topical jokes, "that genre of lore in which whole crops of jokes spring up seemingly overnight around some sensational event … flourish briefly and then disappear, as the mass media move on to fresh maimings and new collective tragedies". This correlates with the new understanding of the internet as an "active folkloric space" with evolving social and cultural forces and clearly identifiable performers and audiences. A study by the folklorist Bill Ellis documented how an evolving cycle was circulated over the internet. By accessing message boards that specialised in humour immediately following the 9/11 disaster, Ellis was able to observe in real-time both the topical jokes being posted electronically and responses to the jokes. Previous folklore research has been limited to collecting and documenting successful jokes, and only after they had emerged and come to folklorists' attention. Now, an Internet-enhanced collection creates a time machine, as it were, where we can observe what happens in the period before the risible moment, when attempts at humour are unsuccessful Access to archived message boards also enables us to track the development of a single joke thread in the context of a more complicated virtual conversation. Joke cycles A joke cycle is a collection of jokes about a single target or situation which displays consistent narrative structure and type of humour. Some well-known cycles are elephant jokes using nonsense humour, dead baby jokes incorporating black humour, and light bulb jokes, which describe all kinds of operational stupidity. Joke cycles can centre on ethnic groups, professions (viola jokes), catastrophes, settings (…walks into a bar), absurd characters (wind-up dolls), or logical mechanisms which generate the humour (knock-knock jokes). A joke can be reused in different joke cycles; an example of this is the same Head & Shoulders joke refitted to the tragedies of Vic Morrow, Admiral Mountbatten and the crew of the Challenger space shuttle.[note 4] These cycles seem to appear spontaneously, spread rapidly across countries and borders only to dissipate after some time. Folklorists and others have studied individual joke cycles in an attempt to understand their function and significance within the culture. Joke cycles circulated in the recent past include: As with the 9/11 disaster discussed above, cycles attach themselves to celebrities or national catastrophes such as the death of Diana, Princess of Wales, the death of Michael Jackson, and the Space Shuttle Challenger disaster. These cycles arise regularly as a response to terrible unexpected events which command the national news. An in-depth analysis of the Challenger joke cycle documents a change in the type of humour circulated following the disaster, from February to March 1986. "It shows that the jokes appeared in distinct 'waves', the first responding to the disaster with clever wordplay and the second playing with grim and troubling images associated with the event…The primary social function of disaster jokes appears to be to provide closure to an event that provoked communal grieving, by signalling that it was time to move on and pay attention to more immediate concerns". The sociologist Christie Davies has written extensively on ethnic jokes told in countries around the world. In ethnic jokes he finds that the "stupid" ethnic target in the joke is no stranger to the culture, but rather a peripheral social group (geographic, economic, cultural, linguistic) well known to the joke tellers. So Americans tell jokes about Polacks and Italians, Germans tell jokes about Ostfriesens, and the English tell jokes about the Irish. In a review of Davies' theories it is said that "For Davies, [ethnic] jokes are more about how joke tellers imagine themselves than about how they imagine those others who serve as their putative targets…The jokes thus serve to center one in the world – to remind people of their place and to reassure them that they are in it." A third category of joke cycles identifies absurd characters as the butt: for example the grape, the dead baby or the elephant. Beginning in the 1960s, social and cultural interpretations of these joke cycles, spearheaded by the folklorist Alan Dundes, began to appear in academic journals. Dead baby jokes are posited to reflect societal changes and guilt caused by widespread use of contraception and abortion beginning in the 1960s.[note 5] Elephant jokes have been interpreted variously as stand-ins for American blacks during the Civil Rights Era or as an "image of something large and wild abroad in the land captur[ing] the sense of counterculture" of the sixties. These interpretations strive for a cultural understanding of the themes of these jokes which go beyond the simple collection and documentation undertaken previously by folklorists and ethnologists. Classification systems As folktales and other types of oral literature became collectables throughout Europe in the 19th century (Brothers Grimm et al.), folklorists and anthropologists of the time needed a system to organise these items. The Aarne–Thompson classification system was first published in 1910 by Antti Aarne, and later expanded by Stith Thompson to become the most renowned classification system for European folktales and other types of oral literature. Its final section addresses anecdotes and jokes, listing traditional humorous tales ordered by their protagonist; "This section of the Index is essentially a classification of the older European jests, or merry tales – humorous stories characterized by short, fairly simple plots. …" Due to its focus on older tale types and obsolete actors (e.g., numbskull), the Aarne–Thompson Index does not provide much help in identifying and classifying the modern joke. A more granular classification system used widely by folklorists and cultural anthropologists is the Thompson Motif Index, which separates tales into their individual story elements. This system enables jokes to be classified according to individual motifs included in the narrative: actors, items and incidents. It does not provide a system to classify the text by more than one element at a time while at the same time making it theoretically possible to classify the same text under multiple motifs. The Thompson Motif Index has spawned further specialised motif indices, each of which focuses on a single aspect of one subset of jokes. A sampling of just a few of these specialised indices have been listed under other motif indices. Here one can select an index for medieval Spanish folk narratives, another index for linguistic verbal jokes, and a third one for sexual humour. To assist the researcher with this increasingly confusing situation, there are also multiple bibliographies of indices as well as a how-to guide on creating your own index. Several difficulties have been identified with these systems of identifying oral narratives according to either tale types or story elements. A first major problem is their hierarchical organisation; one element of the narrative is selected as the major element, while all other parts are arrayed subordinate to this. A second problem with these systems is that the listed motifs are not qualitatively equal; actors, items and incidents are all considered side-by-side. And because incidents will always have at least one actor and usually have an item, most narratives can be ordered under multiple headings. This leads to confusion about both where to order an item and where to find it. A third significant problem is that the "excessive prudery" common in the middle of the 20th century means that obscene, sexual and scatological elements were regularly ignored in many of the indices. The folklorist Robert Georges has summed up the concerns with these existing classification systems: …Yet what the multiplicity and variety of sets and subsets reveal is that folklore [jokes] not only takes many forms, but that it is also multifaceted, with purpose, use, structure, content, style, and function all being relevant and important. Any one or combination of these multiple and varied aspects of a folklore example [such as jokes] might emerge as dominant in a specific situation or for a particular inquiry. It has proven difficult to organise all different elements of a joke into a multi-dimensional classification system which could be of real value in the study and evaluation of this (primarily oral) complex narrative form. The General Theory of Verbal Humour or GTVH, developed by the linguists Victor Raskin and Salvatore Attardo, attempts to do exactly this. This classification system was developed specifically for jokes and later expanded to include longer types of humorous narratives. Six different aspects of the narrative, labelled Knowledge Resources or KRs, can be evaluated largely independently of each other, and then combined into a concatenated classification label. These six KRs of the joke structure include: As development of the GTVH progressed, a hierarchy of the KRs was established to partially restrict the options for lower-level KRs depending on the KRs defined above them. For example, a lightbulb joke (SI) will always be in the form of a riddle (NS). Outside of these restrictions, the KRs can create a multitude of combinations, enabling a researcher to select jokes for analysis which contain only one or two defined KRs. It also allows for an evaluation of the similarity or dissimilarity of jokes depending on the similarity of their labels. "The GTVH presents itself as a mechanism … of generating [or describing] an infinite number of jokes by combining the various values that each parameter can take. … Descriptively, to analyze a joke in the GTVH consists of listing the values of the 6 KRs (with the caveat that TA and LM may be empty)." This classification system provides a functional multi-dimensional label for any joke, and indeed any verbal humour. Joke and humour research Many academic disciplines lay claim to the study of jokes (and other forms of humour) as within their purview. Fortunately, there are enough jokes, good, bad and worse, to go around. The studies of jokes from each of the interested disciplines bring to mind the tale of the blind men and an elephant where the observations, although accurate reflections of their own competent methodological inquiry, frequently fail to grasp the beast in its entirety. This attests to the joke as a traditional narrative form which is indeed complex, concise and complete in and of itself. It requires a "multidisciplinary, interdisciplinary, and cross-disciplinary field of inquiry" to truly appreciate these nuggets of cultural insight.[note 6] Sigmund Freud was one of the first modern scholars to recognise jokes as an important object of investigation. In his 1905 study Jokes and their Relation to the Unconscious Freud describes the social nature of humour and illustrates his text with many examples of contemporary Viennese jokes. His work is particularly noteworthy in this context because Freud distinguishes in his writings between jokes, humour and the comic. These are distinctions which become easily blurred in many subsequent studies where everything funny tends to be gathered under the umbrella term of "humour", making for a much more diffuse discussion. Since the publication of Freud's study, psychologists have continued to explore humour and jokes in their quest to explain, predict and control an individual's "sense of humour". Why do people laugh? Why do people find something funny? Can jokes predict character, or vice versa, can character predict the jokes an individual laughs at? What is a "sense of humour"? A current review of the popular magazine Psychology Today lists over 200 articles discussing various aspects of humour; in psychological jargon, the subject area has become both an emotion to measure and a tool to use in diagnostics and treatment. A new psychological assessment tool, the Values in Action Inventory developed by the American psychologists Christopher Peterson and Martin Seligman includes humour (and playfulness) as one of the core character strengths of an individual. As such, it could be a good predictor of life satisfaction. For psychologists, it would be useful to measure both how much of this strength an individual has and how it can be measurably increased. A 2007 survey of existing tools to measure humour identified more than 60 psychological measurement instruments. These measurement tools use many different approaches to quantify humour along with its related states and traits. There are tools to measure an individual's physical response by their smile; the Facial Action Coding System (FACS) is one of several tools used to identify any one of multiple types of smiles. Or the laugh can be measured to calculate the funniness response of an individual; multiple types of laughter have been identified. It must be stressed here that both smiles and laughter are not always a response to something funny. In trying to develop a measurement tool, most systems use "jokes and cartoons" as their test materials. However, because no two tools use the same jokes, and across languages this would not be feasible, how does one determine that the assessment objects are comparable? Moving on, whom does one ask to rate the sense of humour of an individual? Does one ask the person themselves, an impartial observer, or their family, friends and colleagues? Furthermore, has the current mood of the test subjects been considered; someone with a recent death in the family might not be much prone to laughter. Given the plethora of variants revealed by even a superficial glance at the problem, it becomes evident that these paths of scientific inquiry are mined with problematic pitfalls and questionable solutions. The psychologist Willibald Ruch [de] has been very active in the research of humour. He has collaborated with the linguists Raskin and Attardo on their General Theory of Verbal Humour (GTVH) classification system. Their goal is to empirically test both the six autonomous classification types (KRs) and the hierarchical ordering of these KRs. Advancement in this direction would be a win-win for both fields of study; linguistics would have empirical verification of this multi-dimensional classification system for jokes, and psychology would have a standardised joke classification with which they could develop verifiably comparable measurement tools. "The linguistics of humor has made gigantic strides forward in the last decade and a half and replaced the psychology of humor as the most advanced theoretical approach to the study of this important and universal human faculty." This recent statement by one noted linguist and humour researcher describes, from his perspective, contemporary linguistic humour research. Linguists study words, how words are strung together to build sentences, how sentences create meaning which can be communicated from one individual to another, and how our interaction with each other using words creates discourse. Jokes have been defined above as oral narratives in which words and sentences are engineered to build toward a punchline. The linguist's question is: what exactly makes the punchline funny? This question focuses on how the words used in the punchline create humour, in contrast to the psychologist's concern (see above) with the audience's response to the punchline. The assessment of humour by psychologists "is made from the individual's perspective; e.g. the phenomenon associated with responding to or creating humor and not a description of humor itself." Linguistics, on the other hand, endeavours to provide a precise description of what makes a text funny. Two major new linguistic theories have been developed and tested within the last decades. The first was advanced by Victor Raskin in "Semantic Mechanisms of Humor", published 1985. While being a variant on the more general concepts of the incongruity theory of humour, it is the first theory to identify its approach as exclusively linguistic. The Script-based Semantic Theory of Humour (SSTH) begins by identifying two linguistic conditions which make a text funny. It then goes on to identify the mechanisms involved in creating the punchline. This theory established the semantic/pragmatic foundation of humour as well as the humour competence of speakers.[note 7] Several years later the SSTH was incorporated into a more expansive theory of jokes put forth by Raskin and his colleague Salvatore Attardo. In the General Theory of Verbal Humour, the SSTH was relabelled as a Logical Mechanism (LM) (referring to the mechanism which connects the different linguistic scripts in the joke) and added to five other independent Knowledge Resources (KR). Together these six KRs could now function as a multi-dimensional descriptive label for any piece of humorous text. Linguistics has developed further methodological tools which can be applied to jokes: discourse analysis and conversation analysis of joking. Both of these subspecialties within the field focus on "naturally occurring" language use, i.e. the analysis of real (usually recorded) conversations. One of these studies has already been discussed above, where Harvey Sacks describes in detail the sequential organisation in telling a single joke. Discourse analysis emphasises the entire context of social joking, the social interaction which cradles the words. Folklore and cultural anthropology have perhaps the strongest claims on jokes as belonging to their bailiwick. Jokes remain one of the few remaining forms of traditional folk literature transmitted orally in western cultures. Identified as one of the "simple forms" of oral literature by André Jolles in 1930, they have been collected and studied since there were folklorists and anthropologists abroad in the lands. As a genre they were important enough at the beginning of the 20th century to be included under their own heading in the Aarne–Thompson index first published in 1910: Anecdotes and jokes. Beginning in the 1960s, cultural researchers began to expand their role from collectors and archivists of "folk ideas" to a more active role of interpreters of cultural artefacts. One of the foremost scholars active during this transitional time was the folklorist Alan Dundes. He started asking questions of tradition and transmission with the key observation that "No piece of folklore continues to be transmitted unless it means something, even if neither the speaker nor the audience can articulate what that meaning might be." In the context of jokes, this then becomes the basis for further research. Why is the joke told right now? Only in this expanded perspective is an understanding of its meaning to the participants possible. This questioning resulted in a blossoming of monographs to explore the significance of many joke cycles. What is so funny about absurd nonsense elephant jokes? Why make light of dead babies? In an article on contemporary German jokes about Auschwitz and the Holocaust, Dundes justifies this research: Whether one finds Auschwitz jokes funny or not is not an issue. This material exists and should be recorded. Jokes are always an important barometer of the attitudes of a group. The jokes exist and they obviously must fill some psychic need for those individuals who tell them and those who listen to them. A stimulating generation of new humour theories flourishes like mushrooms in the undergrowth: Elliott Oring's theoretical discussions on "appropriate ambiguity" and Amy Carrell's hypothesis of an "audience-based theory of verbal humor (1993)" to name just a few. In his book Humor and Laughter: An Anthropological Approach, the anthropologist Mahadev Apte presents a solid case for his own academic perspective. "Two axioms underlie my discussion, namely, that humor is by and large culture based and that humor can be a major conceptual and methodological tool for gaining insights into cultural systems." Apte goes on to call for legitimising the field of humour research as "humorology"; this would be a field of study incorporating an interdisciplinary character of humour studies. While the label "humorology" has yet to become a household word, great strides are being made in the international recognition of this interdisciplinary field of research. The International Society for Humor Studies was founded in 1989 with the stated purpose to "promote, stimulate and encourage the interdisciplinary study of humour; to support and cooperate with local, national, and international organizations having similar purposes; to organize and arrange meetings; and to issue and encourage publications concerning the purpose of the society". It also publishes Humor: International Journal of Humor Research and holds yearly conferences to promote and inform its speciality. In 1872, Charles Darwin published one of the first "comprehensive and in many ways remarkably accurate description of laughter in terms of respiration, vocalization, facial action and gesture and posture" (Laughter) in The Expression of the Emotions in Man and Animals. In this early study Darwin raises further questions about who laughs and why they laugh; the myriad responses since then illustrate the complexities of this behaviour. To understand laughter in humans and other primates, the science of gelotology (from the Greek gelos, meaning laughter) has been established; it is the study of laughter and its effects on the body from both a psychological and physiological perspective. While jokes can provoke laughter, laughter cannot be used as a one-to-one marker of jokes because there are multiple stimuli to laughter, humour being just one of them. The other six causes of laughter listed are social context, ignorance, anxiety, derision, acting apology, and tickling. As such, the study of laughter is a secondary albeit entertaining perspective in an understanding of jokes. Computational humour is a new field of study which uses computers to model humour; it bridges the disciplines of computational linguistics and artificial intelligence. A primary ambition of this field is to develop computer programs which can both generate a joke and recognise a text snippet as a joke. Early programming attempts have dealt almost exclusively with punning because this lends itself to simple straightforward rules. These primitive programs display no intelligence; instead, they work off a template with a finite set of pre-defined punning options upon which to build. More sophisticated computer joke programs have yet to be developed. Based on our understanding of the SSTH / GTVH humour theories, it is easy to see why. The linguistic scripts (a.k.a. frames) referenced in these theories include, for any given word, a "large chunk of semantic information surrounding the word and evoked by it [...] a cognitive structure internalized by the native speaker". These scripts extend much further than the lexical definition of a word; they contain the speaker's complete knowledge of the concept as it exists in his world. As insentient machines, computers lack the encyclopaedic scripts which humans gain through life experience. They also lack the ability to gather the experiences needed to build wide-ranging semantic scripts and understand language in a broader context, a context that any child picks up in daily interaction with his environment. Further development in this field must wait until computational linguists have succeeded in programming a computer with an ontological semantic natural language processing system. It is only "the most complex linguistic structures [which] can serve any formal and/or computational treatment of humor well". Toy systems (i.e. dummy punning programs) are completely inadequate to the task. Despite the fact that the field of computational humour is small and underdeveloped, it is encouraging to note the many interdisciplinary efforts which are currently underway. See also Notes References Further reading |
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[SOURCE: https://techcrunch.com/category/enterprise/] | [TOKENS: 339] |
Save up to $680 on your pass with Super Early Bird rates. REGISTER NOW. Save up to $680 on your Disrupt 2026 pass. Ends February 27. REGISTER NOW. Latest AI Amazon Apps Biotech & Health Climate Cloud Computing Commerce Crypto Enterprise EVs Fintech Fundraising Gadgets Gaming Google Government & Policy Hardware Instagram Layoffs Media & Entertainment Meta Microsoft Privacy Robotics Security Social Space Startups TikTok Transportation Venture Staff Events Startup Battlefield StrictlyVC Newsletters Podcasts Videos Partner Content TechCrunch Brand Studio Crunchboard Contact Us Enterprise Read the latest news on enterprise, from new products to large SaaS providers like Salesforce, Adobe, ServiceNow and Atlassian to funding for small SaaS companies and new products that help startups build their own SaaS. Save up to $680 on your pass before February 27.Meet investors. Discover your next portfolio company. Hear from 250+ tech leaders, dive into 200+ sessions, and explore 300+ startups building what’s next. Don’t miss these one-time savings. Most Popular FBI says ATM ‘jackpotting’ attacks are on the rise, and netting hackers millions in stolen cash Meta’s own research found parental supervision doesn’t really help curb teens’ compulsive social media use How Ricursive Intelligence raised $335M at a $4B valuation in 4 months After all the hype, some AI experts don’t think OpenClaw is all that exciting OpenClaw creator Peter Steinberger joins OpenAI Hollywood isn’t happy about the new Seedance 2.0 video generator The great computer science exodus (and where students are going instead) © 2025 TechCrunch Media LLC. |
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[SOURCE: https://techcrunch.com/tag/evs/] | [TOKENS: 396] |
Save up to $680 on your pass with Super Early Bird rates. REGISTER NOW. Save up to $680 on your Disrupt 2026 pass. Ends February 27. REGISTER NOW. Latest AI Amazon Apps Biotech & Health Climate Cloud Computing Commerce Crypto Enterprise EVs Fintech Fundraising Gadgets Gaming Google Government & Policy Hardware Instagram Layoffs Media & Entertainment Meta Microsoft Privacy Robotics Security Social Space Startups TikTok Transportation Venture Staff Events Startup Battlefield StrictlyVC Newsletters Podcasts Videos Partner Content TechCrunch Brand Studio Crunchboard Contact Us EVs Electric vehicles are having a shaky trip so far. Tesla, the biggest name within the space, has substantially cut its workforce as demand slows and the Cybertruck’s launch stalls. And it’s not alone: Newer companies like Faraday Future and Rivian are struggling to establish themselves, and established automakers like GM and Toyota face challenges meeting sales targets for their EVs. TechCrunch deeply covers the space, from the vehicles hitting the roads to the turbulence at EV makers like Fisker. Save up to $680 on your pass before February 27.Meet investors. Discover your next portfolio company. Hear from 250+ tech leaders, dive into 200+ sessions, and explore 300+ startups building what’s next. Don’t miss these one-time savings. Most Popular FBI says ATM ‘jackpotting’ attacks are on the rise, and netting hackers millions in stolen cash Meta’s own research found parental supervision doesn’t really help curb teens’ compulsive social media use How Ricursive Intelligence raised $335M at a $4B valuation in 4 months After all the hype, some AI experts don’t think OpenClaw is all that exciting OpenClaw creator Peter Steinberger joins OpenAI Hollywood isn’t happy about the new Seedance 2.0 video generator The great computer science exodus (and where students are going instead) © 2025 TechCrunch Media LLC. |
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_ref-varietymalware1_97-1] | [TOKENS: 12858] |
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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