A simple prompting technique to reduce hallucinations by up to 20%

Saved
Mullvad VPN – Infrastructure Audit Completed by Open Security | Hacker News
‘Talk To Me’ Filmmakers on Their Breakout Horror Hit and the Prequel They’ve Already Shot
When kids are growing up, their moral compass isn’t formed yet. So there’s a dark side to it where you’re not really allowed to make mistakes. You’re supposed to make mistakes growing up and then learn from them. It changes who you are and helps you become a better person. But now, through everything being recorded, your mistakes can be immortalized for people to see, and kids aren’t allowed to make mistakes because that stuff can be brought up to tear them down later. So it’s a strange world that we’re living in now, and we won’t really know the effects of it till down the line.
I’d be in front of camera, and Danny would be behind. Danny would do a rough cut, I’d do a final cut, and then I’d do sound effects and music. And Danny would focus on VFX and color. So, during the process, we were more involved with those departments. I did a lot more with the sound and the music, and Danny did a lot more with the color. But on set, Danny would be the main voice communicating. If I had something like a direction that differed from what he was saying, I’d speak with him first and then we’d do a take like that. It was good having two of us, especially with scenes that had a lot more people. Danny could focus on the main, and I could look at the peripheral stuff. I feel like having a co-director is a bit of a cheat code. I can’t imagine doing it all by myself.
Wikipedia:Guide to addressing bias - Wikipedia
Encyclopedias are a compendium and summary of accepted human knowledge. Their purpose is not to provide compelling and interesting articles, but to provide accurate and verifiable information.
To this end, encyclopedias strive to always represent each point-of-view in a controversy with an amount of weight and credulity equal to the weight and credulity afforded to it by the best sources of information on the subject. This means that the consensus of experts in a subject will be treated as a fact, whereas theories with much less acceptance among experts, or with acceptance only among non-experts will be presented as inaccurate and untrue.
Before you even begin to try to raise the issue at a talk page, you should ask yourself "Is this article really biased, or does it accurately reflect the views of authoritative sources about this subject?" Do some research. Read the sources used by the article and find other reliable sources on the subject. Do they present the subject as controversial, or do they tend to take a side? If there's a clear controversy, what field of study would impart expertise on this, and what side do people who work in that field tend to take? Do the claims made by the article match the claims made by the sources? Depending on the answers to these questions, the article may not be biased at all.
Talk:Donald Trump/Response to claims of bias - Wikipedia
Wikipedia's neutral point of view policy requires us to report the bad (negative) with the good (positive), and the neither-bad-nor-good, in rough proportion to what's said in reliable sources, which in this case are largely major news outlets. This is one of the five pillars of Wikipedia—a group of fundamental principles central to the function of this website. Since reliable sources are widely critical of Trump, this article reflects that.
Wikipedia policy is not established at individual articles. If you think that a policy should be changed, you could try Wikipedia:Village pump (policy), although you are unlikely to be taken very seriously there without a substantial history of Wikipedia editing.
Prologue to an Anti-Therapeutic, Anti-Affirmation Movement
essay on the dominant cultural assumptions of mandatory therapeutic maximalism and affirmation, arguing that they are unhealthy and set unrealistic standards that leave people unable to cope with life's difficulties. Freddie wants to see a movement that better promotes resilience and acceptance of unavoidable pains.
“Woke” vs. “Anti-woke” is a horribly exhausted and pointless framework, one which suggests binary simplicity where there is only boundless complexity, but beyond that, there was never any chance that there was going to be some clear victory for one or the other. What will emerge will be some synthesis of the two impulses.
I think there's gathering dissatisfaction with a common set of tropes regarding personal agency and mental health. In particular, I think that the dominance of the therapeutic assumption in American life, and the role of affirmation within it, will be challenged. Currently, an inescapable American cultural mode, particularly among the educated, is one of mandatory therapeutic maximalism and an attendant tyranny of affirmation.
Of course I want us to present people with alternative ways to feel about themselves and their mental health, but it can’t become just another catechism, a different checklist. There’s got to be an understanding that the human tools for confronting life are limited and contextual, some of them come from art and not from therapy, and that ultimately we’re all left to blunder along on our own paths, trying to achieve stability and self-ownership - but we’re not guaranteed to get either. So I would hope that this counter-movement would remain a matter of skeptical inquiry and not just another set of gurus.
Not getting what you want is a default and healthy status, not a tragedy, though you are perfectly within your rights to be unhappy about it, and people who do not give you everything you want are not inherently “toxic,” though you’re perfectly within your rights to be unhappy with them
Sick people have as much responsibility to manage their disorders as society has to give them the tools to manage them; you cannot ask others to give you accommodation for your disability if you refuse to take accountability for it yourself
If you want to be good to yourself, I suggest that you stop expecting society to be your therapist and go see licensed medical professionals in private to address the issues in your life that are appropriately treated that way. And if you want to be good to your society, I suggest you help to defeat the medicalization of everything, the casualization of the concept of trauma, the celebration of mental disorders, the assumption that everything that makes us unhappy is an injustice, the insistence that all conflict is abuse, and the infantilization of the human animal
Sometimes you don’t have ADHD, you just hate your job. Sometimes your boss isn’t a sociopath, he’s just correctly identified you as unqualified for a leadership position. Sometimes you really do have schizophrenia, only there’s nothing glamorous or exciting or romantic about it, and now you’re fat from meds and trying to hold down a steady job and going to support group to drink grainy coffee and hear people tell the same stories over and over again. And sometimes you’re just in pain because the world didn’t turn out the way you wanted it to, and you’re trying to scratch out a life you can live with, and you get overwhelmed with your mundane unhappiness on the subway home from work, and you think to yourself that it must be true that your suffering is something grander, something that calls out for medical attention and reasonable accommodation, something more that makes it easier.
Lessons from scaling Spotify: The science of product, taking risky bets, and how AI is already impacting the future of music | Gustav Söderström (Co-President, CPO, and CTO at Spotify)
How Notion builds product
Brex’s Second Act
0675 – being smart vs being kind - 1,000,000 words by @visakanv
By [[Visakan Veerasamy]]
Panic Among the Streamers
Netflix could buy 10 top quality screenplays per year with the cash they’ll spend on that one job. They must have big plans for AI.There are also a half dozen AI job openings at Disney. And the tech-based streamers (Apple, Amazon) already have made big investments in AI. Sony launched an AI business unit in April 2020—in order to “enhance human imagination and creativity, particularly in the realm of entertainment.”
When Spotify launched on the stock exchange in 2018, it was losing around $30 million per month. Now it’s much larger, and is losing money at the pace of more than $100 million per month.
But the real problem at Spotify isn’t just convincing people to pay more. It runs much deeper. Spotify finds itself in the awkward position of asking people to pay more for a lousy interface that degrades the entire user experience.
Boredom is built into the platform, because they lose money if you get too excited about music—you’re like the person at the all-you-can-eat buffet who goes back for a third helping. They make the most money from indifferent, lukewarm fans, and they created their interface with them in mind. In other words, Spotify’s highest aspiration is to be the Applebee’s of music.
They need to prepare for a possible royalty war against record labels and musicians—yes, that could actually happen—and they do that by creating a zombie world of brain dead listeners who don’t even know what artist they’re hearing. I know that sounds extreme, but spend some time on the platform and draw your own conclusions.
Swami Sound | UKG/Jersey Club/Garage House DJ Set | Times Square New York City 8.01.23
Swami Sound | UKG/Jersey Club/Garage House DJ Set | Times Square New York City 8.01.23
r/apple - I wanted to be able to export/backup iMessage conversations with loved ones, so I built an open source tool to do so.
How to Read a Production Budget - Staffmeup Blog
Most budgets split production costs into above-the-line, below-the-line and post-production sections. Some budgets may be divided further, but it’s a good idea to use at least these main segments:
Above-the-line (ATL) costs include the wages for the cast, producers, director(s) and writer(s). The costs associated with the development, rights and creation of the script are also in this section. Costs for adapting a script from some other source, such as a book or video game, would fall into this category as well. It’s important to diligently review this portion of the budget, as these fees are often contractually defined and strictly enforced. As we’ll see below, some other items in the budget are more flexible, but ATL costs are more likely to be steadfast.
Below-the-line (BTL) costs generally cover the bulk of the production expenses in terms of dollar amount. BTL costs include behind-the-scenes crew members like hair and makeup stylists, grips, camera operators, location managers and production accountants. This portion also covers expenses such as office and stage rentals, camera equipment, trucks, set dressing and construction materials.
most budgets contain dozens of smaller sections, usually called accounts, for specific costs that may be relevant to the movie or show. These accounts are usually separated by department. Each department’s account is then further separated into line items. For example, the property department may be given its own account number and within that account there may be a line item for the prop master, property assistants, property rentals, property purchases, a property trailer and so on. Each line item will have its own code number and budgeted amount, allowing the department, as well as the accountant and producers, to quantify how much they can spend on each item.
A carefully laid out budget is not worth much if the same attention is not paid to categorizing and reporting expenses as they come in.
When a department needs to make a rental or purchase, they will issue a PO to the vendor providing those goods or services. A copy of the PO also goes to the producers and the accountant and will include the account code and cost of the item. This allows the accounting and production teams to estimate the spending in real time, without having to wait for an invoice to arrive from the vendor, which may take days or weeks. A PO allows the cost to be recorded right away and avoids surprise costs down the line.
Production companies also commonly issue credit cards to crew members to make smaller purchases, such as lunches and office supplies. These credit cards can be linked directly to the accounting software to rapidly track expenses, depending on the software the project is using.
If the actual expenses of certain line items exceed the budgeted amount, the department head, accountant and producers need to work together to find a solution that satisfies creative and financial concerns. This may involve shifting money from other line items in the budget, or could be as drastic as cutting or rewriting scenes, depending on the scale of the overage.
When a department head suspects that a cost for a certain scene or location may differ substantially from their budgeted amount, they should notify the accountant and producers as soon as possible. This allows all parties more time to find a solution without risking delays to the shooting schedule, which can be incredibly costly in and of itself.
The Gamification of Reading Is Changing How We Approach Books
Who needs film critics when studios can be sure influencers will praise their films?
Critiques the current state of film criticism, arguing that studios are manipulating the narrative by using influencers and free tickets to control reviews and devaluing the role of knowledgeable critics. The article suggests that audiences still crave thoughtful films and good criticism, and that both Barbie and Oppenheimer are examples of films that have inspired good writing.
Hollywood on Strike
The broader issue is that the video industry finally seems to be facing what happened to the print and music industry before them: the Internet comes bearing gifts like infinite capacity and free distribution, but those gifts are a poisoned chalice for industries predicated on scarcity. When anyone could publish text, most text-based businesses went from massive profitability to terminal decline; when anyone could distribute music the music industry could only be saved by tech companies like Spotify helping them sell convenience in place of plastic discs.
thanks to COVID a lot of people fell out of the habit of going to the movie theater, and it appears around 25% of the audience permanently found something better to do with their time; that same reality applies to TV. Just as newspapers once thought the Internet was a boon because it increased their addressable market, only to find out that it also drastically increased competition for readers’ attention, Hollywood has to face the reality that the ability to make far more shows extends not only to studios but also to literally anyone.
Sydney Sweeney on Fame, Hollywood Fakery and the Pressure of Paying the Bills
Why Do I Wake Up Right Before My Alarm?
40 questions to ask yourself every year
Multi-layered calendars
Disney’s Harsh New Reality: Costly Film Flops, Creative Struggles and a Shrinking Global Box Office
How to take negative feedback well
A simple four step process:
Take a deep breath to chill out. They’re trying to help you. Don’t make them regret it.
Thank them for the feedback and really mean it, because giving it to you was probably scary and took courage.
Only ask questions. Make ZERO statements. Anything you say will almost definitely be defensive, and your job is to be curious.
Thank them again and tell them you promise to take it seriously and use it to grow.
‘People who move together’: the social power of house dance
Daring Fireball: Markdown
UX design is becoming a commodity — here’s how we can break the mold
TikTok looked at what makes their content unique. Applying an OOUX mindset, the most interesting object is the “post” populating the feed. Two things stand out. First, the videos are very short, with only a couple of seconds of runtime. Which meant the usual distinction between browsing and watching made little sense. Second, opting for a truly mobile experience, their videos would be portrait mode. This meant users could browse and watch in the same orientation, one video at a time. The design decision to merge the browse and watch experience into one stream with autoplay broke all kinds of conventions. Yet, by doing so, it created a unique and engaging experience that is even borderline addictive.
Tinder understood that the selection moment is what makes them unique. They wanted to provide a quick and easy method for their key interaction to decide if a user is a match or not.
How Video Games Inspire Great UX
Games felt like they were about sparkles and tension. Great app UX is about minimalism and simplicity. Fortunately, I found Raph Koster, the author of A Theory of Fun. Raph is known as a “Game Grammarian” and deeply deconstructs how games are made.
Another more modern example is this landing page for PayPal. Notice how the page clearly invites you to choose. Are you a “Personal” user or a “Business” user? As you mouse over each section, the story unfolds, expanding your choices, offering you things you can easily understand and identify with. Each branch has a clear call to action. This is a beautiful story telling sequence that pulls you in and gets you to become an active part of the on-boarding process.
There are clearly 3 distinct versions of jumping going on here:
Initial jump. Simple button pressLong jump. Long button pressLanding jump. Timed jump
What’s so interesting here is that there is only one ‘thing’ you’re learning: jumping. But by stressing subtle aspects of how to jump, the game builds up variations of it. A basic jump gets you over things, a long jump can “open” and landing a jump can “attack”. A boring app designer like me would assume you’d need 3 different verbs/buttons for this but Super Mario does this with a single “Jump” action.
APPSEach feature is in isolation, how it is done usually has little relation to other features (other that using a style guide).GAMESBuild a game through a single, mechanic that grows in expressive power by adding modifiers like time, special keys, or timing.
APPSJust throw in a bunch of features into a pot.GAMESUnderstand everything is a journey. Work hard to make everything a closely connected arc of events that help the user create a narrative that matches the overall story.
APPSAssume users are at a constant skill level.GAMESUse hints constantly and patiently to move users to the next level.
APPSTend to offer users a large toolbox and let them figure out how to get started.GAMESHave a clear understanding of the journey and say “Start here first”.
The Mac took a very hardware driven concept, turning on your computer, and turned it into theater. Yes it had the boot sound, but it then showed a promise, a compromise of the final desktop and as it booted, ‘inflated’ that promise with the final working model. Why people loved the Mac is often misunderstood. I’d claim that it’s this dedication to taking people on a carefully crafted story, one which allowed users to craft a compatible narrative, that is at the heart of this devotion.
To win the level you must first cross the street. To cross the street requires that you move the frog. To move the frog requires that you understand joystick timing. Each of these sub levels have their own feedback considerations:
Street: the cars movementFrog: How it moves, how far it jumps each timeJoystick: Direction and speed of movement (it’s quite slow actually)
Games understand that each of these levels has their own set of feedback, motivation and learning that must take place. This level of deconstruction, in a 30 year old game no less, blew my mind. Games were complex! They really paid attention to detail. There was a lot here to understand.
The computer example here is desktop menus. “Selecting a menu item” is actually a fractal cascade of skills where you first start horizontally browsing the menu bar, with a click, you shift into a vertical mode but keep the same basic highlight approach. For hierarchical menus, you need to understand the graphic hint that there is something deeper and then navigate over to reveal and then select that menu. Anyone who has taught beginning computer users the menu system knows how hard it is to master hierarchical menus. It’s takes practice to find, reveal and track over to that menu. There is a fractal cascade of skills required.
Raph has a great quote in his book for this: “Fun is just another word for learning”. In order to have fun, you must learn. I find this inspiring as app design wants your users to learn but we’ve rarely appreciated this could be fun.
Games understand that in order to learn you must start thinking in layers. Begin with a basic skill and slowly add more, getting better one layer at a time.
Fantasy Meets Reality
At Tokyo Disneyland, for example, you can create elaborate in-reach prop displays that will never, ever be disturbed or broken by guests — rules are rules. (By the same token, I once got politely yelled at there for ducking under a chain to shortcut a completely, 100% empty line. I absolutely had to walk through the entire, empty switchback. And that’s fair, I was breaking the rules!) Whereas here in America, if your prop is not literally bolted down, it’s likely to show up on eBay / Van Eaton within the week.
honestly, a lot of it, I think, is just that some designers are amazing at imagining things, but not as amazing at imagining them surrounded by the universe. That beautiful thing you’re working on, it lives in a window on your monitor tucked under a title bar, and that’s as tricky as it gets. What if you can’t imagine your thing in its final context? What if you aren’t great at predicting human behaviors other than your own?
good design isn’t just beautiful and incredible and boundary-pushing, it also remembers what it means to be human.
Kindness as a Signifier of Intelligence
We survived as a species by
being suspicious of things we aren’t familiar with.
In order to be kind, we have to shut down that animal instinct and
force our brain to travel a different pathway. Empathy and
compassion are evolved states of being. They require the mental
capacity to step past our most primal urges. I’m here to tell you
that when someone’s path through this world is marked with acts of
cruelty, they have failed the first test of an advanced society.
They never forced their animal brain to evolve past its first
instinct. They never forged new mental pathways to overcome their
own instinctual fears. And so, their thinking and problem-solving
will lack the imagination and creativity that the kindest people
have in spades.