| Home Forums Library Media Gallery Glossary Links |
Two men have suffered terrifying visual and auditory hallucinations after eating a popular local seafish in Mediterranean restaurants.
According to a clinical study on the patients, which is due to be published in the journal Clinical Toxicology, the men started seeing and hearing things after contracting a rare form of hallucinogenic poisoning from the Salema fish they were dining on.
The species is a popular food fish and is not normally hallucinogenic.
Ichthyoallyeinotoxism, or hallucinogenic fish poisoning, is caused by eating the heads or body parts of certain species of herbivorous fish and has previously only been recorded from the Indo Pacific.
The effects of eating ichthyoallyeinotoxic fishes, such as certain mullet, goatfish, tangs, damsels and rabbitfish, are believed to be similar to LSD, and may include vivid and terrifying auditory and visual hallucinations. This has given rise to the collective common name for ichthyoallyeinotoxic fishes of "dream fish".
Pommier and de Haro of the Toxicovigilance Centre Antipoison at Marseille's Hospital Salvator, who undertook the study, said that the men had both eaten a fish called Sarpa salpa, and subsequently suffered from CNS disturbances including terrifying hallucinations and nightmares.
One of the men, a 40-year old, was admitted to hospital suffering from a digestive problem and frightening visual and auditory hallucinations, which took 36 hours to disappear. The second man, a 90-year old, suffered from auditory hallucinations a couple of hours after eating the same species of fish, followed by a series of nightmares over the next two nights.
The poisoning can start to cause vivid hallucinations within minutes of eating a poisonous fish and may last for days, often with no other effects. There is no antidote.
Ichthyoallyeinotoxism
Indoles, with similar chemical effects to LSD (lysergic acid diethylamide) are believed to be responsible and may be consumed when the fish eat algae or phytoplankton containing the chemicals. All of the species effected by ichthyoallyeinotoxism are algal grazers.
Others have claimed that different species of ichthyoallyeinotoxic fishes, such as Kyphosus fuseus, contain much more potent hallucinogens, such as dimethyltryptamine or DMT, which is considered to be one of the world's most mind-bending hallucinogenic chemicals.
Sarpa salpa
The fish consumed by the men was a member of the Sparidae family and is commonly known as the Salema porgy.
The fish reaches a size of around 50cm/20" and occurs through much of the eastern Atlantic and Mediterranean. You can view the distribution of Sarpa salpa on Practical Fishkeeping's Fish Mapper.
For more details on the hallucinatory fish poisonings see the paper: de Haro L, Pommier P (2006) - Hallucinatory fish poisoning (ichthyoallyeinotoxism): two case reports from the Western Mediterranean and literature review. Clin Toxicol (Phila). 2006;44(2):185-8.
http://www.practicalfishkeeping.co.uk/pfk/pages/item.php?news=911
Cliff Pickover has begun posting a list called The Six Thousand: 6000 intriguing people you want to meet online before you die. This list is off to an interesting start - it includes transhumanist Natasha Vita-More, astrophysicist Fiorella Terenzi, Xeni Jardin of Boing Boing, the artist Stelarc, and USA National Memory Champion Tatiana Cooley.
Courtesy of Flicker magazine generator.

Looks like Sydney, Australia has a little of that Burning Man spirit. I can't imagine any city in the US, except perhaps Berkeley, where women would be able to ride topless down public streets. Goes to show you how uptight America is in comparison.
Links:
http://www.sbar.websyte.com.au/site.cfm?/sbar/3/
http://www.sbar.websyte.com.au/site.cfm?/sbar/2/
[Thanks Teresa!]

From the same people who brought us the mini Jawa Crawler, NAO Design has lots of other goodies, many of which have been inspired and created for the Playa. Below are some of my favorites. They remind me of something I might see in Barbarella or in Spock's quarters. Most of these are reproductions can purchased from NAO's online store.


Vertebrate Lamp
A columnar lamp comprised of a white lycra sleeve stretched over circular fiberglass ribs. The Vertebrate is adaptable to be stretched and anchored floor-to-ceiling, or made to be free-standing with an internal frame of up to 8 feet in height. The lamp is illuminated internally with either standard halogen or fluorescent blacklight, or a combination of the two. Dimmer switch included.
Eliptolux Lamp
A steep cut across a tube of high impact plastic exposes the elliptical cross-section of the Eliptolux table lamp. A halogen bulb sits in the base, weighted for stability, and the white interior projects light up and out, providing a warm glow without direct glare.
Tower Lamp
Three stainless steel slides, each perforated with hundreds of holes and lined on the interior with hanji paper, come together to form the triangular hanging Tower Lamp. Can also be converted to a standing desk lamp. Uses a standard halogen bulb and measures 24 inches high.
Holey Glow
Three thousand, six hundred holes perforate the plastic cylinder of each Holey Glow lamp. The interior is illuminated with a halogen bulb and lined with dyed hanji paper of a variety of colors. Measures forty inches by six inches wide.
Nellophone
Musical organs operate on the principle that reverberating the air within a pipe of given length will produce a note an octave above a tube that is twice its length, and it is this effect that the Nellophone utilizes to sound its thirty different note from A an octave below middle C to D and octave above middle C. With the musician standing at the instrument's axis, a slap of the special paddles across the padded mouth of each tube produces a hauntingly electronic sound. The tubes range in length from 6 to 30 feet, and the entire device spans 12 feet wide by 15 feet high.
Cauldone
9 triangular plates of welded steel comprise the hexagonal basin and feet of the Cauldrone fire pit. Measuring 35 inches across and standing 16 inches tall, the conically-shaped basin accommodates a large volume of ashes to minimize the need for emptying, while the pointed feet minimize heat transfer to the surface below. The mood, however, is maximized when the dark, angled form of the pit frames bright curls of flame.
Antler Fire
In the cold of winter of the dark night, this odd headpiece actually does serve to provide both heat and light, though it is usually worn just for looks. The helmet itself is made of leather and steel to protect the wearer's head. A portable 1-lb. propane cylinder is worn on the belt and connects via a small hose to the back of the helmet. Six shape-able copper tubes protrude from the helmet and are specially tipped to prevent blowout of the flames. Runs for 1 hour on a single tank, and includes a manual valve on the helmet.
KinetAural Suit
Pressure, light, and flex sensors embedded in the neck, elbows, wrists, knees, and feet sense and transmit bodily movements to a PC where they are synthesized into sounds that move with the user. Various sound templates allow modulation of seven variables including pitch, volume, phase and waveform.
Floating Speakers
Acoustic speakers are comprised, in essence of a thin diaphragm to couple sound to the air, and a driver to resonate the diaphragm. In these speakers, the driver is optimized for lightweight, and the diaphragm is a special Mylar balloon which enables sound of surprisingly high fidelity to emanate from the silvery orb floating overhead. It is anchored by a stylized base which contains a miniature amplifier, 9-volt battery, and plug for connecting to standard headphone jacks.
TeleFloatation
The core of this craft, which houses a color video camera, 2.4 Ghz video transmitter, and radio control receiver, mounts onto an 8-foot balloon and propeller assembly for flight, or onto a 7-inch car chassis for terrestrial use.

The camera's video signal is received by a wearable module that displays the onboard view to the remote pilot via a custom heads-up display helmet, which itself senses lateral and vertical head movement and translates that motion into equivalent panning of the camera. The result is a surreal experience that immerses the user in a disembodied form and allows a dream-like exploration and interaction.

I've always wanted to live in a Star Wars universe.
Ewok Habitat
Suspended spherical housing module.
It's 2.9 meters in diameter and is made to be suspended from a tree. "There is a double bed, counter, table and bench seats as well as ample storage lockers. The spheres are wired for 110 volt AC and equipped with lights and outlets." Four attachment points on the top and four on the bottom securely carry the weight of the sphere and its contents. The spheres are made of laminated wood strips over laminated wood frames with the outside surface covered with clear fiberglass. Not unlike a fine yacht.


Designer: Tom Chud
+ freespiritspheres.com
Ever wanted to ride around in a Jawa Crawler?
via Boing Boing):
The JL421 Badonkadonk Land Cruiser/Tank is an open-ended custom-made, Star-Wars-oid personal tank that carries up to five people at 40mph over sand. It comes with a giant 400w stereo and a camera for recording the reactions of the people you drive past. Only 20 grand! (Usually ships in 1-2 months
) You can buy these puppies on Amazon. As one of the reviews said, "The $14.99-$19.99 shipping on this item is a fantastic deal! I wish all 1100lb items were so economical to ship. The extra 200lbs in packing really keep the item mint."
(via Jalopnik)
The JL421 Badonkadonk, aka “The Donk” is a “land vehicle and battle tank” created by outer-limits design firm, NAO Design for purposes unknown to Burning Man non-attendees. Donks are made to order, at $20,000 a pop. Buyers also get a Donk T-shirt and a training session. Tickets to see naked, orange people eat Top Ramen and talk chakras in the desert are sold separately.

Now, if I can just get myself some construction plans for that underground house on Tatooine, I'll be all set to set-up shop out in the desert near Black Rock. I could then drive either my land speeder or Jawa Crawler to and from Burning Man each year.
Since so many of us are in a funk, I thought I'd share some news over the past few weeks of positive things happening in the world, or just some fun and weird inspirational tidbits:
Putin Signs Kyoto - It's official. President Putin signed Russia into the Kyoto treaty today. It was the last country needed in order for the treaty to go into effect; ninety days after Russia submits the paperwork to the UN, the treaty goes into effect for the 126 nations that signed it. See the NY Times article for details. - What's so ironic about this now, is that the US in it's refusal to sign it, will now have devastating results on America's economy and its ability to do business with those countries who did sign it. Stupid.
Kiwi Power - New Zealand Wind Farm Delivers 90 Mega Watts - Meridian Energy's Te Apiti wind farm in the Tararua ranges is now capable of delivering its full 90 MW capacity to New Zealand's national grid, enough to power some 45,000 average homes. The project's 55th and last wind turbine has now been fully commissioned almost exactly a year after construction began on the country's -- and the Southern Hemisphere's -- largest wind farm.
Kiwi Zorbs - This looks like a blast. Here is a video from National Geographic.
Hermit Tunes In, Turns on and Drops Out on Los Alamos Land - Roy Michael Moore, a 56-year-old who grew up in Amarillo, said he came to Los Alamos about four years ago for a "very distinct reason": to get the attention of scientists working on the most complex cosmological problems of the universe and introduce them to his unifying theory. Mike, as he calls himself, has come to be known as either the "caveman" or the "hermit," depending on to whom you talk, since he was discovered on Oct. 13 living in a well-appointed cave in a deep, wooded canyon on Los Alamos National Laboratory property. "I think it is just heaven on earth," he said about his former home. What the intruders found was a bit startling. Moore had made himself a home in a south-facing cave— "the most beautiful views in town, no irritating neighbors"— complete with photovoltaic solar panels, batteries to store the solar energy, satellite radio, wood-burning stove, a bed and a glass door sealed across the cave's entrance. Here's Mike personal website which is very extensive and goes over all of his theories, philosophy, and autobiography.
Hydrogen Car Powered By Sunlight - A teacher called Cory Waxman and his students have built the only self-sustaining hydrogen vehicle that uses a conventional internal-combustion engine. The truck is hydrogen-powered and creates its own fuel from solar energy and water, a technical feat that rivals the advanced technology being researched by major auto companies and universities. The four-cylinder engine is tuned to run on hydrogen, which is produced by a hand-built electrolysis system mounted in the bed.
Solar Energy UK: Solar Power for All New Homes - Here's a link to the Gaurdian Article.
Car That Runs on Compressed Air
Self Sufficient Desert Home - Last summer, eight students at the University of Utah's College of Architecture and Planning designed a three-bedroom desert home that generates its own electricity and water and is situated in Bluff, Utah, 22 miles from the nearest town. The house is built of an energy-efficient material known as rammed earth. Solar panels generate enough electricity to light the house and power small appliances, while the stove and fridge are fueled by propane. But the most striking element is the 2,500-square-foot "butterfly" roof floating over the house to collect rainwater. One inch of rainfall fills the house's cistern, which supplies water to the kitchen and bathroom. Construction of the house, done with volunteer student labor and recycled materials, took 16 weeks and cost $21,219.58.
High Tech Buildings Use Sunlight, Sea Water to Save Energy

Open-Source Currency - Future Hi pal Douglas Rushkoff has a new piece in The Feature. Handheld wireless technology stands ready to enable what's known as the "complementary currency" movement in ways so powerful that the dominance of national currencies such as the dollar and the euro may soon be called into question. This is not as preposterous a scenario as it sounds. After all, it's only been since the Renaissance that nation-states have been powerful enough to corner the money market. Before then, most municipalities developed their own currencies, often basing them on very different principles than the ones we use to justify our currencies today.
The Basic Laws of Human Stupidity - I especially found this one particularly relevant - A stupid person is a person who causes losses to another person or to a group of persons while himself deriving no gain and even possibly incurring losses. As one of the major themes of this site, I think human stupidity is the world's biggest problem over all other problems combined. If intelligence and the critical thinking skills that go along with could be increased across the board, all of other problems could be solved.

Smart Drugs are Back - At least 40 potential cognitive enhancers are currently in clinical development, says Harry Tracy, publisher of NeuroInvestment, an industry newsletter based in Rye, New Hampshire. Some could reach the market within a few years. For millions, these breakthroughs could turn out to be lifesavers or, at the very least, postpone the development of a devastating disease. In America alone, there are currently about 4.5m people suffering from Alzheimer's disease, and their ranks are expected to grow to 6m by 2020. Mild Cognitive Impairment (MCI), defined as memory loss without any significant functional impairment, is estimated to afflict at least another 4.5m people. Because the majority of MCI patients will eventually develop Alzheimer's, many doctors believe that intervening in the early stages of the disease could significantly delay its onset.
(Link via Technoccult, via R.U. Sirius)
Electric Currents Boost Brain Power - New research has found that running a mild electric current through your brain can significantly boost your verbal skills, with no side-effects, as far as anyone knows so far. Very interesting. It appears to decrease the firing threshold of neurons in the path of the current. This research was applied mainly to the frontal lobe of the brain. I wonder what it might do to other brain regions? Fascinating discovery.
(Link via Nova Spivack)
One of the most recent and striking crop circles yet.

My theory is that these are human made and that when all the evidence is examined, the stalks are getting microwaved on only one side, which would cause them to create tension an therefore bend downward. This would allow them to continue growing because their stalks are not broken. The patterns are generated using a complex pre-designed template that tells the microwave been precisely where to paint the image. Who knows where this beam comes from. I suspect it comes from some kind of very high altitude dirigible. This would be an ideal platform since it is both stable and undetectable from the ground. There is some compelling evidence that such very large, very high altitude dirigibles exist. A few years ago some striking daytime footage (video link) from Northern Arizona showing what appears to be a very large cigar shaped object slowly moving across the ski at very high altitudes. Jim Dilettoso of Village Labs, who specializes in advance digital image analysis concluding the object is probably in excess of a mile long and flying at an altitude of at least 80-100,000 feet! Who knows what these guys with black budgets do with all their money. Did you know that the SR-71 project cost more than the Apollo Moon project and nobody knew of its existence for 25 years?
High Oil Prices Might Be A Blessing In Disguise - An increase in the price of oil will cause great short-term hardship to all the industrialized economies. It will also throw the emerging economies into recession or depression. However, the increase in prices also undoes the second half of Saudi planning. Alternative energy and technology become affordable at the higher price point. Instead of solar prices falling to the "magic number". Oil prices have risen to create a new "magic number". Doubling oil prices has almost the same same effect as halving solar prices. Increases in oil prices make solar power more competitive. The same applies to other alternative energy sources such as wind, hydrogen, hydro, geothermal, biomass, tidal, and biodiesel. Each increase in prices increases the viability of other energy sources. It may not be necessary for the other source to be cheaper, just cheap enough.
The Longevity Gene - Technology Review reports that MIT Professor Leonard Guarente may have found the genetic factor that allows mice undergoing 'caloric restriction' to live up to 30% longer. It's long been known that cutting down food intake by about 1/3 can extend the lifespan of mammals by up to 50%. Professor Guarente has found that manipulating a single gene -- the SIRT1 gene -- can produce longer mice lives without caloric restriction. What's more, all mammals -- including humans -- have a similar gene.
Drugs and the Nation - The election results show there is still substantial support for liberalizing the nation's drug laws – just not too far or too fast.
I just came across this game, old-time vector graphics, although a but slicker than I remember. You'll need Shockwave 10.0 to play.

I just arrived back from Burning Man fully transformed. I suspect it will take me several months to fully digest this most awesome experience... maybe just in time for next year. It was wonderful to finally give warm embraces to people I've known only online.
As the Official Burning Man Website says, this event is notoriously indescribable. When I was there it becomes quickly obvious that no amount of eloquent speech or series of pictures could ever do it justice. Quite simply, Burning Man has to be experienced. It is Utopia. One of the things that struck me about every 30 minutes or so as I wandered the playa is, "I can't believe this exists, it is beyond description". I would look out to the horizon in nearly every direction to find this immense amount of novelty. During the day, art installations of various kinds were scattered about - some within a few hundred yards, others some one or two miles away, as if a mirage. Certain structures like the Temple were over 100 feet tall and were noticeable from almost any distance. Nighttime was equally amazing, when many more art pieces come alive to join the spectacle. Nearly everywhere I went, looking in front of me and in every direction, there was some kind of dynamic activity. It's not the dense activity of an urban city with its rules and boundaries, but a vast unbounded playa stretching for miles in every direction, filled with light, fire plumes, neon floating caravans with distant yet pleasant volumes of lounge-techno music, and thousands of glow sticks representing and protecting people as they walked and rode their bikes across the playa. So imagine seeing thousands of these various colors randomly crisscrossing the desert, stretching for several square miles in every direction. The sense of freedom, joy, excitement and possibility filled my every cell. I danced and moved and rode my bike hither and thither for hours on end, stopping at different installations, spending time in distant planetarium, and then traveling further out into the playa, which this year represented the heavens. As I traveled further from the Esplanade (the main arced avenue), the further out into "outerspace" I was going. At about a mile and half beyond the Esplanade, I encountered an illuminated and pulsating star with alien creature blowing in the night winds. I took several photos of it, but my camera is very old and doesn't work well at night, so here is a day shot.

On a typical day I would spend some 14-15 hours wandering the interacting with the art and enjoying immensely the company of fellow burners, hanging out at center camp for some hot chai, dance for awhile at Solarhenge, and back to camp to hang out with friends at Prometheatrics. I was introduced to this wonderful bunch through Mark Pesce, who unfortunately was unable to attend this year.
I spent a couple of lazy afternoons hanging out at The Brane, home of the 2nd Annual Palenque Norte lectures. When I first came into the tent I met Carey Thompson whose Galactivation Art is so beautiful. About an hour later I ran into Dlight of Tribal Oasis, who spoke eloquently of creating this type of post-modern tribal community full time. His ideas are very compelling and he now has me convinced of their attainability. He went on to tell me that regardless of what we've been told, hierarchy has ended and we now need to get used to living without those rules. The technologies of liberation are expanding so fast, that hierarchy simply cannot survive, and so we as a species need to finish the job of deprogramming ourselves out of this primitive hangover. He also mentioned that the singularity is really just another form of misguided monotheism, another type of hierarchy. The future is not a singularity, but a Cambrian explosion of diversity and creativity heading out in every direction. Perhaps it was my own state of mind at the time (he he), but his words struck a deep chord, ringing true like few things do for me these days. His message was hopeful, positive and inspiring. LVX23's words ring true too when he says that out on the playa we are expanding the mythos or morphogenetic field of modern humanity. Burning Man is pioneering the cutting edge of possibility - not a counter to culture, but front-runners scouting out the frontier of what is possible. This might sound overly grandiose, but the feeling on the playa of genuine fast-forward evolution is palpable.

I feel like I could write a book on my experiences, like it's been every other year I've been. Burning Man is a super-condensified experience - a day can seem like weeks have passed. I never escaped the feeling that I had landed on some beuatiful alien planet filled with novel delights at every turn. This alien feeling was immediate and viceral and I didn't want it to end. No manner of sci-fi movie watching can prepare you for it. A cross between Barbarella, Mad Max and Tatooine might give you a hint, but that's all. I missed the last few years, and feel very sad now that the event has come to an end. I'm so looking forward to next year, and I'm just bursting at the seams with new creative ideas to make happen for next year’s event. With all the walking and riding bikes I did this year, and coming across so many wandering, tired people, we are planning on creating a playa taxi service for next year, which we're thinking of calling Trip N' Taxi. Great way to meet new people, and a lot easier to get around. It’s merely a single idea of many. Several members of Prometheatrics and I schemed a few more ideas, which will have to remain hush-hush for now. If you're interested in creating and collaborating on some art installation for next year, please get in touch with me at psiphius at yahoo.com
One last thing, LVX23 mentioned this year there was not enough deeply sublime art as last year. I found out today that a lot of regular artists skipped this year’s event because they're too involved politically with the coming election. From what I've heard the numbers are large enough that an impact on the playa art would be felt, and so it was. Having missed the last three years I didn't notice it and was instead just so grateful to be here again, and in turn was even more enthusiastically participatory and social this year, and even more inspired to make more art for next year.
Hope to see more of ya on the playa next year!
Stay tuned for more pics - I'm working on an entire section of photos.

This guy was towering over me and must have been 6'6.

I fly a lot in my dreams. Most of the time when I'm flying I'm doing so completely free like some kind of super advanced UFO capable of flying in any direction, in any curved trajectory, at any speed and any orientation, and able to change all of these variables by merely thinking about it. But last night, I had a different kind of flying dream.
I was wearing some kind of suit that could be inflated with helium or hydrogen that allowed me to reduce my weight to less than 10% of normal. So instead of weighing my usual 150lbs I would weigh less than 15 pounds. The result of this change in gravitational and atmospheric buoyancy is that it would be equivalent to walking around a planetary body with less than 1/10ths Earth's gravity. Wearing such a suit would make us twice as light as if we were on the moon. Since we would still retain all of our normal strength, this would give us a whole new level of freedom.
For example, if we could jump 18" high now, with this suit on we could jump over 50 feet high. If we were to go running and then jump, then it wouldn't be that difficult to jump a couple of hundred feet. Imagine donning one of these suits on, then start jumping all over town, from one roof top to another, or from one street to another? Your rate of ascent and decent would be one tenth of normal, so there would be little harm of landing hard. The biggest challenge then would be to avoid getting hit by oncoming vehicles. Probably best that you jump in an open space somewhere.
When I woke up from the dream, I sat down with pen and paper and tried to figure out the practicalities of making such a flying suit. Several obstacles remain in the way of doing this. First is the choice of gas used. Hydrogen would be the most ideal for weight and minimizing the volume of the suit. If the suit gets to bloated it wouldn't give your body much room to maneuver. Otherwise you'd have to place more volume above your head into a traditional balloon like structure, and the more you do this, the more drag you have during your jumps. Chances are such a suit would be impractical with today’s material technology. However, with the right nanomaterials it's possible to create a balloon suit that has no air at all - a vacuum suit. The suit would be inflated by the material form itself, displacing air with vacuum. This would result in the most gain with the least volume of displacement, possibly resulting in a suit that if cleverly designed would allow its user to hop around the planet as if she or he were only 1/10 their normal weight. Oh the possibilities could be fun. I could imagine a whole new range of sports evolving out of their use. Some for of Harry Potterish Quidditch perhaps?

Via Kevin Kellys Cool Tools.
The wisdom held in this brief book now informs most of what I do in life. Its key distinction--that there are two types of games, finite and infinite--resolves my uncertainties about what to do next. Easy: always choose infinite games. The message is appealing because it is deeply cybernetic, yet it's also genuinely mystical. I get an "aha" every time I return to it.
A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.
*
Finite players play within boundaries; infinite players play with boundaries.
*
To be prepared against surprise is to be trained. To be prepared for surprise is to be educated.
*
The death of an infinite player is dramatic. It does not mean that the game comes to an end with death; on the contrary, infinite players offer their death as a way of continuing the play. For that reason they do not play for their own life; they live for their own play.
*
I can be powerful only by not playing, by showing that the game is over.
*
Infinite players do not oppose the actions of others, but initiate actions of their own in such a way that others will play by initiating their own.
*
Evil is the termination of infinite play.
*
No one can play a game alone.
*
There is but one infinite game.
Finite and Infinite Games
A Vision of Life as Play and Possibility
James P. Carse
1986, 180 pages
$7
Ballantine Books
Amazon
Annalee Newitz, who wrote an article that inspired this site, writes in her latest Techsploitation:
In the "we're not sure we're part of the United States" Bay Area, we like to enjoy a little masturbation with our free speech. Politics should feel good! That's why Carol Queen and Robert Lawrence, founders of the nonprofit Center for Sex and Culture, are hosting a public Masturbate-a-thon May 15. All proceeds from the event – which is set up like a walkathon, with sponsors donating a certain amount for each masturbator – benefit the center, which is raising money for a permanent space. And what's truly cool is that the whole deal will be broadcast live on the Web (www.masturbate-a-thon.com). It's just one way the Internet allows us to share our Bay Area values with the world.
Even if you're not a long-time surfing fan like me, this stunt is amazing, and a little bit over the edge crazy. Pete Cabrinha of Hawaii rode a 70-footer, setting a new world record for riding the biggest wave ever, making Pete the new Big Kahuna.
A guy named Scott Haefner has figured out how to take aerial photographs and Quick Time VR's from kites.
I'm assuming since all these Quicktime VR's don't include the kite, that the 6 required composite photos are taken at different times?
Thanks LVX23 for the link! :)
I heard about these over at Bird on the Moon.
The first one is called The McGurk effect. This is amazing. It even works for me if you just alternate between placing a finger over his mouth and removing it.
The McCollough effect. This is interesting too, as two hours later the effect still works.
Below are some fun links. If you have some time to waste, and wasting time is not time wasted, then you should enjoy the following treats and games.
Samorost - This is an addicting game, and well worth trying to finish it.
boohbah - nice eye candy. Be sure to click all the different options.

Fun is fantastic, joyful, and well.... FUN! Does fun have a survival advantage? I think it most definitely does. Even if it doesn't, it sure is fun anyway. So what do we have to loose? And if it does, we should all take our fun more seriously! Below is some excerpts from Bernie DeKoven over at Deep Fun, that are as timely as ever:
You know how they talk about all these "intelligences" - like the "creative intelligence" and the "emotional intelligence" and the "mathematical..."?
Well, today I've been wondering if maybe "fun" is one of those "intelligences." Maybe our whole ability to perceive fun and create fun, the whole complex of rational and emotional and physical processes is part of an Intelligence.
So I'm thinking maybe there is this Fun Intelligence, and that those of us in particular who are particularly gifted with this Intelligence have in fact found it to be central to our survival: socially, emotionally, physically, spiritually, spatially, mathematically...
As with any Intelligence, I guess the first question in determining its value and relevance is to ask if it has any contribution to make to our survival.
Good question.
On a social level, the Fun Intelligence is frequently all that stands between you and getting beaten to death by a gang of bullies. If your FI (Fun Intelligence) isn't high enough, you tend to make fun OF just when you think you're making fun WITH. In the locker room or sports field, failure to perceive the fun intention of a slap on the ass becomes a slap in the face, which frequently leads to a punch in the nose.
On the inner playground your FI is often all that stands between you and catatonic schizophrenia. Your ability to laugh at yourself, to decide not to take things so seriously, to make light out of your darker suspicions...
Intellectually, your FI helps you toy with problems that are simply too big to grasp, to keep yourself alive to the possibility of unanticipated solutions and resolutions. And when it comes to your body, your FI leads you to new sensations, new levels of engagement, new ways to experience the world. It takes you into the deserts and the mountains and beside the still waters. It restoreth the freakin' soul.
I don't know about you all, but spring is coming here on the Norther Hemisphere, and I plan on spending a lot of my time out having fun. I probably won't be doing anymore freestyle skydiving like I did in years past, but there are plenty of things to keep me busy this summer.

Below is Iain Banks own description of The Culture universe in which his novels take place. The Culture is arguably the most utopian universe ever created. He lays out a compelling case that finite speeds over great distances re-establishes a post-political frontier of complete freedom. If you don't like where you're at, you can simply move to another part of the galaxy, which as you may know is very large, 100,000 light years across, and containing over 400 Billion stars. Robin Hanson has examined some post-political, post-scarcity scenarios here, and here (PDF).
The Culture
The Culture is a group-civilisation formed from seven or eight humanoid species, space-living elements of which established a loose federation approximately nine thousand years ago. The ships and habitats which formed the original alliance required each others' support to pursue and maintain their independence from the political power structures - principally those of mature nation-states and autonomous commercial concerns - they had evolved from.
The galaxy (our galaxy) in the Culture stories is a place long lived-in, and scattered with a variety of life-forms. In its vast and complicated history it has seen waves of empires, federations, colonisations, die-backs, wars, species-specific dark ages, renaissances, periods of mega-structure building and destruction, and whole ages of benign indifference and malign neglect. At the time of the Culture stories, there are perhaps a few dozen major space-faring civilisations, hundreds of minor ones, tens of thousands of species who might develop space-travel, and an uncountable number who have been there, done that, and have either gone into locatable but insular retreats to contemplate who-knows-what, or disappeared from the normal universe altogether to cultivate lives even less comprehensible.
In this era, the Culture is one of the more energetic civilisations, and initially - after its formation, which was not without vicissitudes - by a chance of timing found a relatively quiet galaxy around it, in which there were various other fairly mature civilisations going about their business, traces and relics of the elder cultures scattered about the place, and - due to the fact nobody else had bothered to go wandering on a grand scale for a comparatively long time - lots of interesting 'undiscovered' star systems to explore...
The Culture, in its history and its on-going form, is an expression of the idea that the nature of space itself determines the type of civilisations which will thrive there.
The thought processes of a tribe, a clan, a country or a nation-state are essentially two-dimensional, and the nature of their power depends on the same flatness. Territory is all-important; resources, living-space, lines of communication; all are determined by the nature of the plane (that the plane is in fact a sphere is irrelevant here); that surface, and the fact the species concerned are bound to it during their evolution, determines the mind-set of a ground-living species. The mind-set of an aquatic or avian species is, of course, rather different.
Essentially, the contention is that our currently dominant power systems cannot long survive in space; beyond a certain technological level a degree of anarchy is arguably inevitable and anyway preferable.
To survive in space, ships/habitats must be self-sufficient, or very nearly so; the hold of the state (or the corporation) over them therefore becomes tenuous if the desires of the inhabitants conflict significantly with the requirements of the controlling body. On a planet, enclaves can be surrounded, besieged, attacked; the superior forces of a state or corporation - hereafter referred to as hegemonies - will tend to prevail. In space, a break-away movement will be far more difficult to control, especially if significant parts of it are based on ships or mobile habitats. The hostile nature of the vacuum and the technological complexity of life support mechanisms will make such systems vulnerable to outright attack, but that, of course, would risk the total destruction of the ship/habitat, so denying its future economic contribution to whatever entity was attempting to control it.
Outright destruction of rebellious ships or habitats - pour encouragez les autres - of course remains an option for the controlling power, but all the usual rules of uprising realpolitik still apply, especially that concerning the peculiar dialectic of dissent which - simply stated - dictates that in all but the most dedicatedly repressive hegemonies, if in a sizable population there are one hundred rebels, all of whom are then rounded up and killed, the number of rebels present at the end of the day is not zero, and not even one hundred, but two hundred or three hundred or more; an equation based on human nature which seems often to baffle the military and political mind. Rebellion, then (once space-going and space-living become commonplace), becomes easier than it might be on the surface of a planet.
Even so, this is certainly the most vulnerable point in the time-line of the Culture's existence, the point at which it is easiest to argue for things turning out quite differently, as the extent and sophistication of the hegemony's control mechanisms - and its ability and will to repress - battles against the ingenuity, skill, solidarity and bravery of the rebellious ships and habitats, and indeed the assumption here is that this point has been reached before and the hegemony has won... but it is also assumed that - for the reasons given above - that point is bound to come round again, and while the forces of repression need to win every time, the progressive elements need only triumph once.
Concomitant with this is the argument that the nature of life in space - that vulnerability, as mentioned above - would mean that while ships and habitats might more easily become independent from each other and from their legally progenitative hegemonies, their crew - or inhabitants - would always be aware of their reliance on each other, and on the technology which allowed them to live in space. The theory here is that the property and social relations of long-term space-dwelling (especially over generations) would be of a fundamentally different type compared to the norm on a planet; the mutuality of dependence involved in an environment which is inherently hostile would necessitate an internal social coherence which would contrast with the external casualness typifying the relations between such ships/habitats. Succinctly; socialism within, anarchy without. This broad result is - in the long run - independent of the initial social and economic conditions which give rise to it.
Let me state here a personal conviction that appears, right now, to be profoundly unfashionable; which is that a planned economy can be more productive - and more morally desirable - than one left to market forces.
The market is a good example of evolution in action; the try-everything-and-see-what- -works approach. This might provide a perfectly morally satisfactory resource-management system so long as there was absolutely no question of any sentient creature ever being treated purely as one of those resources. The market, for all its (profoundly inelegant) complexities, remains a crude and essentially blind system, and is - without the sort of drastic amendments liable to cripple the economic efficacy which is its greatest claimed asset - intrinsically incapable of distinguishing between simple non-use of matter resulting from processal superfluity and the acute, prolonged and wide-spread suffering of conscious beings.
It is, arguably, in the elevation of this profoundly mechanistic (and in that sense perversely innocent) system to a position above all other moral, philosophical and political values and considerations that humankind displays most convincingly both its present intellectual [immaturity and] - through grossly pursued selfishness rather than the applied hatred of others - a kind of synthetic evil.
Intelligence, which is capable of looking farther ahead than the next aggressive mutation, can set up long-term aims and work towards them; the same amount of raw invention that bursts in all directions from the market can be - to some degree - channelled and directed, so that while the market merely shines (and the feudal gutters), the planned lases, reaching out coherently and efficiently towards agreed-on goals. What is vital for such a scheme, however, and what was always missing in the planned economies of our world's experience, is the continual, intimate and decisive participation of the mass of the citizenry in determining these goals, and designing as well as implementing the plans which should lead towards them.
Of course, there is a place for serendipity and chance in any sensibly envisaged plan, and the degree to which this would affect the higher functions of a democratically designed economy would be one of the most important parameters to be set... but just as the information we have stored in our libraries and institutions has undeniably outgrown (if not outweighed) that resident in our genes, and just as we may, within a century of the invention of electronics, duplicate - through machine sentience - a process which evolution took billions of years to achieve, so we shall one day abandon the grossly targeted vagaries of the market for the precision creation of the planned economy.
The Culture, of course, has gone beyond even that, to an economy so much a part of society it is hardly worthy of a separate definition, and which is limited only by imagination, philosophy (and manners), and the idea of minimally wasteful elegance; a kind of galactic ecological awareness allied to a desire to create beauty and goodness.
Whatever; in the end practice (as ever) will outshine theory.
As mentioned above, there is another force at work in the Culture aside from the nature of its human inhabitants and the limitations and opportunities presented by life in space, and that is Artificial Intelligence. This is taken for granted in the Culture stories, and - unlike FTL travel - is not only likely in the future of our own species, but probably inevitable (always assuming homo sapiens avoids destruction).
Certainly there are arguments against the possibility of Artificial Intelligence, but they tend to boil down to one of three assertions: one, that there is some vital field or other presently intangible influence exclusive to biological life - perhaps even carbon-based biological life - which may eventually fall within the remit of scientific understanding but which cannot be emulated in any other form (all of which is neither impossible nor likely); two, that self-awareness resides in a supernatural soul - presumably linked to a broad-based occult system involving gods or a god, reincarnation or whatever - and which one assumes can never be understood scientifically (equally improbable, though I do write as an atheist); and, three, that matter cannot become self-aware (or more precisely that it cannot support any informational formulation which might be said to be self-aware or taken together with its material substrate exhibit the signs of self-awareness). ...I leave all the more than nominally self-aware readers to spot the logical problem with that argument.
It is, of course, entirely possible that real AIs will refuse to have anything to do with their human creators (or rather, perhaps, the human creators of their non-human creators), but assuming that they do - and the design of their software may be amenable to optimization in this regard - I would argue that it is quite possible they would agree to help further the aims of their source civilisation (a contention we'll return to shortly). At this point, regardless of whatever alterations humanity might impose on itself through genetic manipulation, humanity would no longer be a one-sentience-type species. The future of our species would affect, be affected by and coexist with the future of the AI life-forms we create.
The Culture reached this phase at around the same time as it began to inhabit space. Its AIs cooperate with the humans of the civilisation; at first the struggle is simply to survive and thrive in space; later - when the technology required to do so has become mundane - the task becomes less physical, more metaphysical, and the aims of civilisation moral rather than material.
Briefly, nothing and nobody in the Culture is exploited. It is essentially an automated civilisation in its manufacturing processes, with human labour restricted to something indistinguishable from play, or a hobby.
No machine is exploited, either; the idea here being that any job can be automated in such a way as to ensure that it can be done by a machine well below the level of potential consciousness; what to us would be a stunningly sophisticated computer running a factory (for example) would be looked on by the Culture's AIs as a glorified calculator, and no more exploited than an insect is exploited when it pollinates a fruit tree a human later eats a fruit from.
Where intelligent supervision of a manufacturing or maintenance operation is required, the intellectual challenge involved (and the relative lightness of the effort required) would make such supervision rewarding and enjoyable, whether for human or machine. The precise degree of supervision required can be adjusted to a level which satisfies the demand for it arising from the nature of the civilisation's members. People - and, I'd argue, the sort of conscious machines which would happily cooperate with them - hate to feel exploited, but they also hate to feel useless. One of the most important tasks in setting up and running a stable and internally content civilisation is finding an acceptable balance between the desire for freedom of choice in one's actions (and the freedom from mortal fear in one's life) and the need to feel that even in a society so self-correctingly Utopian one is still contributing something. Philosophy matters, here, and sound education.
Education in the Culture is something that never ends; it may be at its most intense in the first tenth or so of an individual's life, but it goes on until death (another subject we'll return to). To live in the Culture is to live in a fundamentally rational civilisation (this may preclude the human species from ever achieving something similar; our history is, arguably, not encouraging in this regard). The Culture is quite self-consciously rational, sceptical, and materialist. Everything matters, and nothing does. Vast though the Culture may be - thirty trillion people, scattered fairly evenly through the galaxy - it is thinly spread, exists for now solely in this one galaxy, and has only been around for an eyeblink, compared to the life of the universe. There is life, and enjoyment, but what of it? Most matter is not animate, most that is animate is not sentient, and the ferocity of evolution pre-sentience (and, too often, post-sentience) has filled uncountable lives with pain and suffering. And even universes die, eventually. (Though we'll come back to that, too.)
In the midst of this, the average Culture person - human or machine - knows that they are lucky to be where they are when they are. Part of their education, both initially and continually, comprises the understanding that beings less fortunate - though no less intellectually or morally worthy - than themselves have suffered and, elsewhere, are still suffering. For the Culture to continue without terminal decadence, the point needs to be made, regularly, that its easy hedonism is not some ground-state of nature, but something desirable, assiduously worked for in the past, not necessarily easily attained, and requiring appreciation and maintenance both in the present and the future.
An understanding of the place the Culture occupies in the history and development of life in the galaxy is what helps drive the civilisation's largely cooperative and - it would claim - fundamentally benign techno-cultural diplomatic policy, but the ideas behind it go deeper. Philosophically, the Culture accepts, generally, that questions such as 'What is the meaning of life?' are themselves meaningless. The question implies - indeed an answer to it would demand - a moral framework beyond the only moral framework we can comprehend without resorting to superstition (and thus abandoning the moral framework informing - and symbiotic with - language itself).
In summary, we make our own meanings, whether we like it or not.
The same self-generative belief-system applies to the Culture's AIs. They are designed (by other AIs, for virtually all of the Culture's history) within very broad parameters, but those parameters do exist; Culture AIs are designed to want to live, to want to experience, to desire to understand, and to find existence and their own thought-processes in some way rewarding, even enjoyable.
The humans of the Culture, having solved all the obvious problems of their shared pasts to be free from hunger, want, disease and the fear of natural disaster and attack, would find it a slightly empty existence only and merely enjoying themselves, and so need the good-works of the Contact section to let them feel vicariously useful. For the Culture's AIs, that need to feel useful is largely replaced by the desire to experience, but as a drive it is no less strong. The universe - or at least in this era, the galaxy - is waiting there, largely unexplored (by the Culture, anyway), its physical principles and laws quite comprehensively understood but the results of fifteen billion years of the chaotically formative application and interaction of those laws still far from fully mapped and evaluated.
By Goîdel out of Chaos, the galaxy is, in other words, an immensely, intrinsically, and inexhaustibly interesting place; an intellectual playground for machines that know everything except fear and what lies hidden within the next uncharted stellar system.
This is where I think one has to ask why any AI civilisation - and probably any sophisticated culture at all - would want to spread itself everywhere in the galaxy (or the universe, for that matter). It would be perfectly possible to build a Von Neumann machine that would build copies of itself and eventually, unless stopped, turn the universe into nothing but those self-copies, but the question does arise; why? What is the point? To put it in what we might still regard as frivolous terms but which the Culture would have the wisdom to take perfectly seriously, where is the fun in that?
Interest - the delight in experience, in understanding - comes from the unknown; understanding is a process as well as a state, denoting the shift from the unknown to the known, from the random to the ordered... a universe where everything is already understood perfectly and where uniformity has replaced diversity, would, I'd contend, be anathema to any self-respecting AI.
Probably only humans find the idea of Von Neumann machines frightening, because we half-understand - and even partially relate to - the obsessiveness of the ethos such constructs embody. An AI would think the idea mad, ludicrous and - perhaps most damning of all - boring.
This is not to say that the odd Von-Neumann-machine event doesn't crop up in the galaxy every now and again (probably by accident rather than design), but something so rampantly monomaniac is unlikely to last long pitched against beings possessed of a more rounded wit, and which really only want to alter the Von Neumann machine's software a bit and make friends...
One idea behind the Culture as it is depicted in the stories is that it has gone through cyclical stages during which there has been extensive human-machine interfacing, and other stages (sometimes coinciding with the human-machine eras) when extensive genetic alteration has been the norm. The era of the stories written so far - dating from about 1300 AD to 2100 AD - is one in which the people of the Culture have returned, probably temporarily, to something more 'classical' in terms of their relations with the machines and the potential of their own genes.
The Culture recognises, expects and incorporates fashions - albeit long-term fashions - in such matters. It can look back to times when people lived much of their lives in what we would now call cyberspace, and to eras when people chose to alter themselves or their children through genetic manipulation, producing a variety of morphological sub-species. Remnants of the various waves of such civilisational fashions can be found scattered throughout the Culture, and virtually everyone in the Culture carries the results of genetic manipulation in every cell of their body; it is arguably the most reliable signifier of Culture status.
Thanks to that genetic manipulation, the average Culture human will be born whole and healthy and of significantly (though not immensely) greater intelligence than their basic human genetic inheritance might imply. There are thousands of alterations to that human-basic inheritance - blister-free callusing and a clot-filter protecting the brain are two of the less important ones mentioned in the stories - but the major changes the standard Culture person would expect to be born with would include an optimized immune system and enhanced senses, freedom from inheritable diseases or defects, the ability to control their autonomic processes and nervous system (pain can, in effect, be switched off), and to survive and fully recover from wounds which would either kill or permanently mutilate without such genetic tinkering.
The vast majority of people are also born with greatly altered glands housed within their central nervous systems, usually referred to as 'drug glands'. These secrete - on command - mood- and sensory-appreciation-altering compounds into the person's bloodstream. A similar preponderance of Culture inhabitants have subtly altered reproductive organs - and control over the associated nerves - to enhance sexual pleasure. Ovulation is at will in the female, and a fetus up to a certain stage may be re-absorbed, aborted, or held at a static point in its development; again, as willed. An elaborate thought-code, self-administered in a trance-like state (or simply a consistent desire, even if not conscious) will lead, over the course of about a year, to what amounts to a viral change from one sex into the other. The convention - tradition, even - in the Culture during the time of the stories written so far is that each person should give birth to one child in their lives. In practice, the population grows slowly. (And sporadically, in addition, for other reasons, as we'll come to later.)
To us, perhaps, the idea of being able to find out what sex is like for our complimentary gender, or being able to get drunk/stoned/tripped-out or whatever just by thinking about it (and of course the Culture's drug-glands produce no unpleasant side-effects or physiological addiction) may seem like mere wish-fulfilment. And indeed it is partly wish-fulfilment, but then the fulfilment of wishes is both one of civilisation's most powerful drives and arguably one of its highest functions; we wish to live longer, we wish to live more comfortably, we wish to live with less anxiety and more enjoyment, less ignorance and more knowledge than our ancestors did... but the abilities to change sex and to alter one's brain-chemistry - without resort to external technology or any form of payment - both have more serious functions within the Culture. A society in which it is so easy to change sex will rapidly find out if it is treating one gender better than the other; within the population, over time, there will gradually be greater and greater numbers of the sex it is more rewarding to be, and so pressure for change - within society rather than the individuals - will presumably therefore build up until some form of sexual equality and hence numerical parity is established. In a similar fashion, a society in which everybody is free to, and does, choose to spend the majority of their time zonked out of their brains will know that there is something significantly wrong with reality, and (one would hope) do what it can to make that reality more appealing and less - in the pejorative sense - mundane.
Implicit in the stories so far is that through self-correcting mechanisms of this nature the Culture reached a rough steady-state in such matters thousands of years ago, and has settled into a kind of long-lived civilisational main sequence which should last for the forseeable future, and thousands of generations.
Which brings us to the length of those generations, and the fact that they can be said to exist at all. Humans in the Culture normally live about three-and-a-half to four centuries. The majority of their lives consists of a three-century plateau which they reach in what we would compare to our mid-twenties, after a relatively normal pace of maturation during childhood, adolescence and early adulthood. They age very slowly during those three hundred years, then begin to age more quickly, then they die.
Philosophy, again; death is regarded as part of life, and nothing, including the universe, lasts forever. It is seen as bad manners to try and pretend that death is somehow not natural; instead death is seen as giving shape to life.
While burial, cremation and other - to us - conventional forms of body disposal are not unknown in the Culture, the most common form of funeral involves the deceased - usually surrounded by friends - being visited by a Displacement Drone, which - using the technique of near-instantaneous transmission of a remotely induced singularity via hyperspace - removes the corpse from its last resting place and deposits it in the core of the relevant system's sun, from where the component particles of the cadaver start a million-year migration to the star's surface, to shine - possibly - long after the Culture itself is history.
None of this, of course, is compulsory (nothing in the Culture is compulsory). Some people choose biological immortality; others have their personality transcribed into AIs and die happy feeling they continue to exist elsewhere; others again go into Storage, to be woken in more (or less) interesting times, or only every decade, or century, or aeon, or over exponentially increasing intervals, or only when it looks like something really different is happening...
Culture starships - that is all classes of ship above inter-planetary - are sentient; their Minds (sophisticated AIs working largely in hyperspace to take advantage of the higher lightspeed there) bear the same relation to the fabric of the ship as a human brain does to the human body; the Mind is the important bit, and the rest is a life-support and transport system. Humans and independent drones (the Culture's non-android individual AIs of roughly human-equivalent intelligence) are unnecessary for the running of the starships, and have a status somewhere between passengers, pets and parasites.
The Culture's largest vessels - apart from certain art-works and a few Eccentrics - are the General Systems Vehicles of the Contact section. (Contact is the part of the Culture concerned with discovering, cataloguing, investigating, evaluating and - if thought prudent - interacting with other civilisations; its rationale and activities are covered elsewhere, in the stories.) The GSVs are fast and very large craft, measured in kilometres and inhabited by millions of people and machines. The idea behind them is that they represent the Culture, fully. All that the Culture knows, each GSV knows; anything that can be done anywhere in the Culture can be done within or by any GSV. In terms of both information and technology, they represent a last resort, and act like holographic fragments of the Culture itself, the whole contained within each part.
In our terms, the abilities of a GSV are those of - at least - a large state, and arguably a whole planet (subject only to the proviso that even the Culture prefers to scoop up matter rather than create it from nothing; GSVs do require raw material).
Contact is a relatively small part of the whole Culture, however, and the average Culture citizen will rarely encounter a GSV or other Contact ship in person; the craft they will normally have the most to do with are cruise ships; interstellar passenger vessels transporting people from habitat to habitat and visiting the more interesting systems, stars, nebulae, holes and so on in the locality. Again, this type of tourism is partly long-term fashion; people travel because they can, not because they have to; they could stay at home and appear to travel to exotic places through what we would now call Virtual Reality, or send an information-construct of themselves to a ship or other entity that would do the experiencing for them, and incorporate the memories themselves later.
There have been times, especially just after the relevant VR technology was perfected, when the amount of real 'physical' tourism shrank drastically, whereas during the time the stories are set (apart from during the most intense phase of the Idiran war), anything up to a tenth of the Culture's citizens might be travelling in space at any one time.
Planets figure little in the life of the average Culture person; there are a few handfuls of what are regarded as 'home' planets, and a few hundred more that were colonised (sometimes after terraforming) in the early days before the Culture proper came into being, but only a fraction of a percent of the Culture's inhabitants live on them (many more live permanently on ships). More people live in Rocks; hollowed-out asteroids and planetoids (almost all fitted with drives, and some - after nine millennia - having been fitted with dozens of different, consecutively more advanced engines). The majority, however, live in larger artificial habitats, predominantly Orbitals.

Perhaps the easiest way to envisage an Orbital is to compare it to the idea that inspired it (this sounds better than saying; Here's where I stole it from). If you know what a Ringworld is - invented by Larry Niven; a segment of a Dyson Sphere - then just discard the shadow-squares, shrink the whole thing till it's about three million kilometres across, and place in orbit around a suitable star, tilted just off the ecliptic; spin it to produce one gravity and that gives you an automatic 24-hour day-night cycle (roughly; the Culture's day is actually a bit longer). An elliptical orbit provides seasons.
Of course, the materials used in the construction of something ten million kilometres in circumference spinning once every 24 hours are far beyond anything we can realistically imagine now, and it is quite possible that the physical constraints imposed by the strength of atomic bonds ensure that such structures will prove impossible to construct, but if it is possible to build on a such a scale and subject such structures to forces of these magnitudes, then I'd submit that there is an elegance in using the same rotation to produce both an acceptable day-night cycle and an apparent gravity which makes the idea intrinsically attractive.
Usually, rather than construct whole Orbitals in one operation, the Culture starts with Plates; a pair of slabs of land and water (plus full retaining walls, of course) of not less than a thousand kilometres to a side, spinning in a similar orbit, attached by tensor fields to each other, and behaving like sections of a completed Orbital; this variation provides greater flexibility when responding to population increase. Further plate-pairs can then be added until the Orbital is complete.
The attraction of Orbitals is their matter efficiency. For one planet the size of Earth (population 6 billion at the moment; mass 6x1024 kg), it would be possible, using the same amount of matter, to build 1,500 full orbitals, each one boasting a surface area twenty times that of Earth and eventually holding a maximum population of perhaps 50 billion people (the Culture would regard Earth at present as over-crowded by a factor of about two, though it would consider the land-to-water ratio about right). Not, of course, that the Culture would do anything as delinquent as actually deconstructing a planet to make Orbitals; simply removing the sort of wandering debris (for example comets and asteroids) which the average solar system comes equipped with and which would threaten such an artificial world's integrity through collision almost always in itself provides sufficient material for the construction of at least one full Orbital (a trade-off whose conservatory elegance is almost blissfully appealing to the average Mind), while interstellar matter in the form of dust clouds, brown dwarfs and the like provides more distant mining sites from which the amount of mass required for several complete Orbitals may be removed with negligible effect.
Whatever the source material, Orbitals are obviously far more mass-efficient in providing living space than planets. The Culture, as is made clear in Use of Weapons, regards terraforming generally as ecologically unsound; the wilderness should be left as it is, when it is so easy to build paradise in space from so little.
An idea of how the day-night cycle appears on the surface of an Orbital can be gained by taking an ordinary belt, buckling it so that it forms a circle, and putting your eye to the outside of one of the belt's holes; looking through the hole at a light bulb and slowly rotating the whole belt will give some idea of how a star appears to move across the sky when seen from an Orbital, though it will also leave you looking rather silly.
As indicated, the usual minimum for the width of an Orbital is about a thousand kilometres (two thousand if you count the sloped, mostly transparent retaining walls, which usually extend to five hundred kilometres or so above the plate land-sea surface). The normal ratio of land to sea is 1:3, so that on each Plate - assuming they are being constructed in the balanced pairs described above - a (very) roughly square island rests in the middle of a sea, with approximately two hundred and fifty kilometres from the shore of the land mass to the retaining walls. Orbitals, though, like everything else in the Culture, vary enormously.
One thing almost every Orbital - whether just two Plates or a completed ("closed") Orbital - does have, is a Hub. As its name implies, the Hub sits in the centre of the Orbital, equidistant from all parts of the main circumferential structure (but not physically joined to it, normally). The Hub is where the Orbital's controlling AI (often a Mind) usually exists, running, or helping to run, the Orbital's transport, manufacturing, maintenance and subsidiary systems, acting as switchboard for trans-Orbital communications, library and general information point, traffic control for approaching, departing and close-passing ships, and generally working as the Orbital's principle link with the rest of the Culture. During the construction phase of a Plate-pair, the Hub will normally control the process.
The design of a Plate sometimes incorporates the deep - or strategic - structure of the surface geography, so that the Plate medium itself contains the corrugations that will become mountains, valleys and lakes; more commonly, the Plate surface is left flat and the strategic structures on the inner surface - also constructed from Plate base material - are added later. Under either method, the Plate's manufacturing and maintenance systems are located within the indentations or hollows of the strategic structure, leaving the land surface free to assume a rural appearance, once the tactical geomorphology has been designed and positioned, the Plate's complement of water and air has been emplaced, the necessary weathering has occurred, and the relevant flora and fauna have been introduced.
The surface of the Plate base is pierced by multitudinous shafts allowing access to the factory and maintenance volumes, and to the sub-surface transport systems. (Almost invariably, these include restricted single-aperture concentrically rotating airlocks paired in sequence.)
Existing on the outer surface of the base material, an Orbital's rapid-transport systems operate in vacuum, with the resulting advantages the lack of air-resistance confers; the relatively uncluttered nature of the Orbital's outer surface (whether flat, allowing the systems to operate next to that surface, or corrugated, requiring sling-bridges under unoccupied mountain indentations), means that the systems can be both high-capacity and extremely flexible. Journey starting-points and destinations can be highly specific for the same reason; an isolated house or a small village will have its own access shaft, and in larger conurbations a shaft will usually be within a few minutes walk.
Surface transport on Orbitals tends to be used when the pleasure of making the journey is itself part of the reason for travelling; air travel is common enough (if still far slower than sub-surface travel), though individual Plates often have their own guide-lines concerning the amount of air travel thought appropriate. Such guide-lines are part of one's manners, and not formalised in anything as crude as laws.
The Culture doesn't actually have laws; there are, of course, agreed-on forms of behaviour; manners, as mentioned above, but nothing that we would recognise as a legal framework. Not being spoken to, not being invited to parties, finding sarcastic anonymous articles and stories about yourself in the information network; these are the normal forms of manner-enforcement in the Culture. The very worst crime (to use our terminology), of course, is murder (defined as irretrievable brain-death, or total personality loss in the case of an AI). The result - punishment, if you will - is the offer of treatment, and what is known as a slap-drone. All a slap-drone does is follow the murderer around for the rest of their life to make sure they never murder again. There are less severe variations on this theme to deal with people who are simply violent.
In a society where material scarcity is unknown and the only real value is sentimental value, there is little motive or opportunity for the sort of action we would class as a crime against property.
Megalomaniacs are not unknown in the Culture, but they tend to be diverted successfully into highly complicated games; there are entire Orbitals where some of these philosophically crude Obsessive games are played, though most are in Virtual Reality. Something of a status-symbol for the determined megalomaniac is having one's own starship; this is considered wasteful by most people, and is also futile, if the purpose of having it is to escape the Culture completely and - say - set up oneself up as God or Emperor on some backward planet; the person might be free to pilot their (obviously non-AI controlled) ship, and even approach a planet, but the Contact section is equally free to follow that person wherever they go and do whatever it thinks appropriate to stop him or her from doing anything injurious or unpleasant to whatever civilisations they come into - or attempt to come into - contact with. This tends to be frustrating, and Virtual Reality games - up to and including utter-involvement level, in which the player has to make a real and sustained effort to return to the real world, and can even forget that it exists entirely - are far more satisfying.
Some people, however, refuse this escape-route too, and leave the Culture altogether for a civilisation that suits them better and where they can operate in a system which gives them the kind of rewards they seek. To renounce the Culture so is to lose access to its technology though, and, again, Contact supervises the entry of such people into their chosen civilisation at a level which guarantees they aren't starting with too great an advantage compared to the original inhabitants (and retains the option of interfering, if it sees fit).
A few such apparently anti-social people are even used by Contact itself, especially by the Special Circumstances section.
The way the Culture creates AIs means that a small number of them suffer from similar personality problems; such machines are given the choice of cooperative re-design, a more limited role in the Culture than they might have had otherwise, or a similarly constrained exile.
Politics in the Culture consists of referenda on issues whenever they are raised; generally, anyone may propose a ballot on any issue at any time; all citizens have one vote. Where issues concern some sub-division or part of a total habitat, all those - human and machine - who may reasonably claim to be affected by the outcome of a poll may cast a vote. Opinions are expressed and positions on issues outlined mostly via the information network (freely available, naturally), and it is here that an individual may exercise the most personal influence, given that the decisions reached as a result of those votes are usually implemented and monitored through a Hub or other supervisory machine, with humans acting (usually on a rota basis) more as liaison officers than in any sort of decision-making executive capacity; one of the few rules the Culture adheres to with any exactitude at all is that a person's access to power should be in inverse proportion to their desire for it. The sad fact for the aspiring politico in the Culture is that the levers of power are extremely widely distributed, and very short (see entry on megalomaniacs, above). The intellectual-structural cohesion of a starship of course limits the sort of viable votes possible on such vessels, though as a rule even the most arrogant craft at least pretend to listen when their guests suggest - say - making a detour to watch a supernova, or increasing the area of parkland on-board.
Day-to-day life in the Culture varies considerably from place to place, but there is a general stability about it we might find either extremely peaceful or ultimately rather disappointing, depending on our individual temperament. We, after all, are used to living in times of great change; we expect major technological developments and have learned to adapt - indeed expect to have to adapt on a more or less continual basis, changing (in the developed world) our cars, our entertainment systems and a whole variety of household objects every few years. In contrast, the Culture builds to last; it is not uncommon for an aircraft, for example, to be handed down through several generations. Important technological advances still take place, but they don't tend to affect day-to-day life the way that the invention of the internal combustion engine, heavier-than-air flying machines and electronics have affected the lives of those who have lived during the past century on Earth. Even the relative homogeneity of the people one would meet when living on the average Orbital - with relatively few children and physically old people - would tend, for us, to reinforce the feeling of sameness, though the scattering of genetically altered, morphologically extreme people around would help compensate for this.
In terms of personal relations and family groupings, the Culture is, predictably, full of every possible permutation and possibility, but the most common life-style consists of groups of people of mixed generations linked by loose family ties living in a semi-communal dwelling or group of dwellings; to be a child in the Culture is to have a mother, perhaps a father, probably not a brother or sister, but large numbers of aunts and uncles, and various cousins. Usually, a mother will avoid changing sex during the first few years of a child's life. (Though, of course, if you want to confuse your child...) In the rare event of a parent maltreating a child (a definition which includes depriving the child of the opportunity for education) it is considered acceptable for people close to them - usually with the help of the relevant Mind, ship or Hub AI, and subject to the sort of small-scale democratic process outlined above - to supervise the child's subsequent development.
In general the Culture doesn't actively encourage immigration; it looks too much like a disguised form of colonialism. Contact's preferred methods are intended to help other civilisations develop their own potential as a whole, and are designed to neither leech away their best and brightest, nor turn such civilisations into miniature versions of the Culture. Individuals, groups and even whole lesser civilisations do become part of the Culture on occasion, however, if there seems to be a particularly good reason (and if Contact reckons it won't upset any other interested parties in the locality).
Just who and what is and isn't Culture is something of a difficult question to answer though; as has been said in one of the books, the Culture kind of fades out at the edges. There are still fragments - millions of ships, hundreds of Orbitals, whole systems - of the Peace faction of the Culture, which split from the main section just before the start of the Idiran War, when ships and habitats voted independently on the need to go to war at all; the minority simply declared itself neutral in the hostilities and the re-integration of the Peace faction after the cessation of hostilities was never totally completed, many people in it preferring to stay outside the majority Culture as long as it did not renounce the future use of force.
The genofixing which established the potential for inter-species breeding at the foundation of the Culture is the most obvious indicator of what we might call Culture-hood in humans, but not everybody has it; some people prefer to be more human-basic for aesthetic or philosophical reasons, while some are so altered from that human-basic state that any interbreeding is impossible. The status of some of the Rocks and a few (mostly very old) habitats is marginal for a variety of reasons.
Contact is the most coherent and consistent part of the Culture - certainly when considered on a galactic scale - yet it is only a very small part of it, is almost a civilisation within a civilisation, and no more typifies its host than an armed service does a peaceful state. Even the Cultures's prized language, Marain, is not spoken by every Culture person, and is used well outside the limits of the civilisation itself.
Names; Culture names act as an address if the person concerned stays where they were brought up. Let's take an example; Balveda, from Consider Phlebas. Her full name is Juboal-Rabaroansa Perosteck Alseyn Balveda dam T'seif. The first part tells you she was born/brought up on Rabaroan Plate, in the Juboal stellar system (where there is only one Orbital in a system, the first part of a name will often be the name of the Orbital rather than the star); Perosteck is her given name (almost invariably the choice of one's mother), Alseyn is her chosen name (people usually choose their names in their teens, and sometimes have a succession through their lives; an alseyn is a graceful but fierce avian raptor common to many Orbitals in the region which includes the Juboal system); Balveda is her family name (usually one's mother's family name) and T'seif is the house/estate she was raised within. The 'sa' affix on the first part of her name would translate into 'er' in English (we might all start our names with 'Sun-Earther', in English, if we were to adopt the same nomenclature), and the 'dam' part is similar to the German 'von'. Of course, not everyone follows this naming-system, but most do, and the Culture tries to ensure that star and Orbital names are unique, to avoid confusion.
Now, in all the above, there are two untold stories implicit. One is the history of the Culture's formation, which was a lot less easy and more troubled than its later demeanour might lead one to expect, and the other is the story which answers the question; why were there all those so-similar humanoid species scattered around the galaxy in the first place?
Each story is too complicated to relate here.
Lastly, something of the totally fake cosmology that underpins the shakily credible stardrives mentioned in the Culture stories. Even if you can accept all the above, featuring a humanoid species that seems to exhibit no real greed, paranoia, stupidity, fanaticism or bigotry, wait till you read this...
We accept that the three dimensions of space we live in are curved, that space-time describes a hypersphere, just as the two dimensions of length and width on the surface of a totally smooth planet curve in a third dimension to produce a three-dimensional sphere. In the Culture stories, the idea is that - when you imagine the hypersphere which is our expanding universe - rather than thinking of a growing hollow sphere (like a inflating beach-ball, for example), think of an onion.
An expanding onion, certainly, but an onion, nevertheless. Within our universe, our hypersphere, there are whole layers of younger, smaller hyperspheres. And we are not the very outer-most skin of that expanding onion, either; there are older, larger universes beyond ours, too. Between each universe there is something called the Energy Grid (I said this was all fake); I have no idea what this is, but it's what the Culture starships run on. And of course, if you could get through the Energy Grid, to a younger universe, and then repeat the process... now we really are talking about immortality. (This is why there are two types of hyperspace mentioned in the stories; infraspace within our hypersphere, and ultraspace without.)
Now comes the difficult bit; switch to seven dimensions and even our four dimensional universe can be described as a circle. So forget about the onion; think of a doughnut. A doughnut with only a very tiny hole in the middle. That hole is the Cosmic Centre, the singularity, the great initiating fireball, the place the universes come from; and it didn't exist just in the instant our universe came into being; it exists all the time, and it's exploding all the time, like some Cosmic car engine, producing universes like exhaust smoke.
As each universe comes into being, detonating and spreading and expanding, it - or rather the single circle we are using to describe it - goes gradually up the inner slope of our doughnut, like a widening ripple from a stone flung in a pond. It goes over the top of the doughnut, reaches its furthest extent on the outside edge of the doughnut, and then starts the long, contracting, collapsing journey back in towards the Cosmic Centre again, to be reborn...
Or at least it does if it's on that doughnut; the doughnut is itself hollow, filled with smaller ones where the universes don't live so long. And there are larger ones outside it, where the universes live longer, and maybe there are universes that aren't on doughnuts at all, and never fall back in, and just dissipate out into... some form of meta-space? Where fragments of them are captured eventually by the attraction of another doughnut, and fall in towards its Cosmic Centre with the debris of lots of other dissipated universes, to be reborn as something quite different again? Who knows. (I know it's all nonsense, but you've got to admit it's impressive nonsense. And like I said at the start, none of it exists anyway, does it?)
Anyway, that's more than enough of me pontificating.
With best wishes for the future,
Iain M Banks
(Sun-Earther Iain El-Bonko Banks of North Queensferry)

"The Hedonistic Imperative outlines how genetic engineering and nanotechnology will abolish suffering in all sentient life.
"The abolitionist project is hugely ambitious but technically feasible. It is also instrumentally rational and morally urgent. The metabolic pathways of pain and malaise evolved because they served the fitness of our genes in the ancestral environment. They will be replaced by a different sort of neural architecture. States of sublime well-being are destined to become the genetically pre-programmed norm of mental health. It is predicted that the world's last unpleasant experience will be a precisely dateable event."
"...our descendants, and in principle perhaps even our elderly selves, will have the chance to enjoy modes of experience we emotional primitives cruelly lack: sights more majestically beautiful, music more deeply soul-stirring, sex more exquisitely erotic, mystical epiphanies more awe-inspiring, and love more profoundly intense than anything we can now properly comprehend..."
"This manifesto outlines a strategy to eradicate suffering in all sentient life.... It is defended here on ethical utilitarian grounds. Genetic engineering and nanotechnology allow Homo sapiens to discard the legacy-wetware of our evolutionary past. Our post-human successors will rewrite the vertebrate genome, redesign the global ecosystem, and abolish suffering throughout the living world."
"The metabolic pathways of pain and malaise evolved only because they served the inclusive fitness of our genes in the ancestral environment. They can be replaced by a radically different sort of neural architecture. Life-long happiness of an intensity now physiologically unimaginable can become the genetically-preprogrammed norm of mental health. A sketch is offered of when, and why, this major evolutionary transition in the history of life is likely to occur. Possible objections, both practical and moral, are raised and then rebutted."
"Today's images of opiate-addled junkies, and the lever-pressing frenzies of intra-cranially self-stimulating rats, are deceptive. Such stereotypes stigmatise, and falsely discredit, the only remedy for the world's horrors and everyday discontents that is biologically realistic. For it is misleading to contrast social and intellectual development with perpetual happiness. There need be no such trade-off. States of "dopamine-overdrive" can actually enhance exploratory and goal-directed activity. Hyper-dopaminergic states can also increase the range and diversity of actions an organism finds rewarding. So our descendants may live in a civilisation of well-motivated "high-achievers", animated by gradients of bliss. Their productivity may far eclipse our own."
To read the rest of this manifesto by David Pearce please visit The Hedonistic Imperative.