Flipism
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Flipism
Flipism, sometimes spelled "flippism", is a pseudophilosophy under which Decision making, decisions are made by Coin flipping, flipping a coin. It originally appeared in the ''Donald Duck'' Disney comics, Disney comic "Flip Decision" by Carl Barks, published in 1953. Barks called a practitioner of "flipism" a "flippist". An actual coin is not necessary: dice or another random generator may be used for decision making. Flipism can be seen as a normative decision theory, although it does not fulfill the criteria of rationality. History In the original 1952 comic book, Donald Duck meets the eccentric Professor Batty, who persuades Donald to make decisions based on flipping a coin at every crossroad of life: "Life is but a gamble! Let flipism chart your ramble!" Donald soon gets into trouble when following this advice. He drives a one way road in the wrong direction and is fined $50. The reason for the fine is not his bad driving, but rather the fact that he relied on a coin to do his ...
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Flip Decision
"Flip Decision" is a Donald Duck comic book story written and illustrated by Carl Barks in June 1952. Like many other Barks stories, it was originally untitled. In the story, Donald becomes an adherent of a philosophy of life called flipism, in which all decisions in life are made by flipping a coin. Publications The story first appeared in ''Walt Disney's Comics and Stories'' #149 in February 1953. It has later appeared in ''Walt Disney's Comics and Stories'' #365 (February 1971), #507 (1984), and #561 (July 1991).. Retrieved on 2012-11-28. Outside of the United States, the story has been published in Argentina, Australia, Belgium, Brazil, Denmark, the Faroe Islands, Finland, France, Germany, Greece, Italy, Latvia, the Netherlands, Norway, Poland, Spain, Sweden, Turkey, and probably other countries. Plot Donald Duck happens to enter a lecture held by a charlatan calling himself Professor Batty, who claims that flipism — the philosophy of using coin flipping to make ...
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Pseudophilosophy
Pseudophilosophy is a term applied to a philosophical idea or system which does not meet an expected set of philosophical standards. There is no universally accepted set of standards, but there are similarities and some common ground. Definitions According to Christopher Heumann, an 18th-century scholar, pseudo-philosophy has six characteristics, the 6th of which has been considered to diminish the credibility of the first 5: # A preference for useless speculation # It appeals merely to human authority # It appeals to tradition instead of reason # It syncretises philosophy with superstition # It has a preference for obscure and enigmatic language and symbolism # It is immoral According to Michael Oakeshott, pseudo-philosophy "is theorizing that proceeds partly within and partly outside a given mode of inquiry." Josef Pieper noted that there cannot be a closed system of philosophy, and that any philosophy that claims to have discovered a "cosmic formula" is a pseudo-philosophy. In ...
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Rationality
Rationality is the quality of being guided by or based on reasons. In this regard, a person acts rationally if they have a good reason for what they do or a belief is rational if it is based on strong evidence. This quality can apply to an ability, as in rational animal, to a psychological process, like reasoning, to mental states, such as beliefs and intentions, or to persons who possess these other forms of rationality. A thing that lacks rationality is either ''arational'', if it is outside the domain of rational evaluation, or ''irrational'', if it belongs to this domain but does not fulfill its standards. There are many discussions about the essential features shared by all forms of rationality. According to reason-responsiveness accounts, to be rational is to be responsive to reasons. For example, dark clouds are a reason for taking an umbrella, which is why it is rational for an agent to do so in response. An important rival to this approach are coherence-based accoun ...
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Decision Making
In psychology, decision-making (also spelled decision making and decisionmaking) is regarded as the cognitive process resulting in the selection of a belief or a course of action among several possible alternative options. It could be either rational or irrational. The decision-making process is a reasoning process based on assumptions of values, preferences and beliefs of the decision-maker. Every decision-making process produces a final choice, which may or may not prompt action. Research about decision-making is also published under the label problem solving, particularly in European psychological research. Overview Decision-making can be regarded as a problem-solving activity yielding a solution deemed to be optimal, or at least satisfactory. It is therefore a process which can be more or less rational or irrational and can be based on explicit or tacit knowledge and beliefs. Tacit knowledge is often used to fill the gaps in complex decision-making processes. Usually, both o ...
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Satisficing
Satisficing is a decision-making strategy or cognitive heuristic that entails searching through the available alternatives until an acceptability threshold is met. The term ''satisficing'', a portmanteau of ''satisfy'' and ''suffice'', was introduced by Herbert A. Simon in 1956, although the concept was first posited in his 1947 book ''Administrative Behavior''. Simon used satisficing to explain the behavior of decision makers under circumstances in which an optimal solution cannot be determined. He maintained that many natural problems are characterized by computational intractability or a lack of information, both of which preclude the use of mathematical optimization procedures. He observed in his Nobel Prize in Economics speech that "decision makers can satisfice either by finding optimum solutions for a simplified world, or by finding satisfactory solutions for a more realistic world. Neither approach, in general, dominates the other, and both have continued to co-exist in the w ...
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Motivated Tactician
In social psychology, a motivated tactician is someone who shifts between quick-and-dirty cognitively economical tactics and more thoughtful, thorough strategies when processing information, depending on the type and degree of motivation. Such behavior is a type of motivated reasoning. The idea has been used to explain why people use stereotyping, biases and categorization in some situations, and more analytical thinking in others. History After much research on categorization, and other cognitive shortcuts, psychologists began to describe human beings as cognitive misers; which explains that a need to conserve mental resources causes people to use shortcuts to thinking about stimuli, instead of motivations and urges influencing the way humans think about their world. Stereotypes and heuristics were used as evidence of the economic nature of human thinking. In recent years, the work of , , and others has led to the recognition of the importance of motivational thinking. This is d ...
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Decision Making
In psychology, decision-making (also spelled decision making and decisionmaking) is regarded as the cognitive process resulting in the selection of a belief or a course of action among several possible alternative options. It could be either rational or irrational. The decision-making process is a reasoning process based on assumptions of values, preferences and beliefs of the decision-maker. Every decision-making process produces a final choice, which may or may not prompt action. Research about decision-making is also published under the label problem solving, particularly in European psychological research. Overview Decision-making can be regarded as a problem-solving activity yielding a solution deemed to be optimal, or at least satisfactory. It is therefore a process which can be more or less rational or irrational and can be based on explicit or tacit knowledge and beliefs. Tacit knowledge is often used to fill the gaps in complex decision-making processes. Usually, both o ...
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Magic 8-ball
The Magic 8 Ball is a plastic sphere, made to look like an oversized , that is used for fortune-telling or seeking advice. It was invented in 1946 by Albert C. Carter and Abe Bookman and is currently manufactured by Mattel. The user asks a yes–no question to the ball, then turns it over to reveal an answer in a window on the ball. Origin The functional component of the Magic 8 Ball was invented by Albert C. Carter, who was inspired by a spirit writing device used by his mother Mary, a Cincinnati clairvoyant. When Carter approached store owner Max Levinson about stocking the device, Levinson called in Abe Bookman, Levinson's brother-in-law, and graduate of Ohio Mechanics Institute. In 1944, Carter filed for a patent for the cylindrical device, assigning it in 1946 to Bookman, Levinson and another partner in what came to be Alabe Crafts, Inc., combining the founder's names, Albert and Abe. Alabe marketed and sold the cylinder as The Syco-Slate. Carter died sometime before the pat ...
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Random Generator
Random number generation is a process by which, often by means of a random number generator (RNG), a sequence of numbers or symbols that cannot be reasonably predicted better than by random chance is generated. This means that the particular outcome sequence will contain some patterns detectable in hindsight but unpredictable to foresight. True random number generators can be '' hardware random-number generators'' (HRNGS) that generate random numbers, wherein each generation is a function of the current value of a physical environment's attribute that is constantly changing in a manner that is practically impossible to model. This would be in contrast to so-called "random number generations" done by ''pseudorandom number generators'' (PRNGs) that generate numbers that only look random but are in fact pre-determined—these generations can be reproduced simply by knowing the state of the PRNG. Various applications of randomness have led to the development of several different meth ...
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Carl Barks
Carl Barks (March 27, 1901 – August 25, 2000) was an American cartoonist, author, and painter. He is best known for his work in Disney comic books, as the writer and artist of the first Donald Duck stories and as the creator of Scrooge McDuck. He worked anonymously until late in his career; fans dubbed him The Duck Man and The Good Duck Artist. In 1987, Barks was one of the three inaugural inductees of the Will Eisner Comic Book Hall of Fame. Barks worked for the Disney Studio and Western Publishing where he created Duckburg and many of its inhabitants, such as Scrooge McDuck (1947), Gladstone Gander (1948), the Beagle Boys (1951), The Junior Woodchucks (1951), Gyro Gearloose (1952), Cornelius Coot (1952), Flintheart Glomgold (1956), John D. Rockerduck (1961) and Magica De Spell (1961). He has been named by animation historian Leonard Maltin as "the most popular and widely read artist-writer in the world". Will Eisner called him "the Hans Christian Andersen of comic books. ...
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Disney Comics
Disney comics are comic books and comic strips featuring characters created by the Walt Disney Company, including Mickey Mouse, Donald Duck and Uncle Scrooge. The first Disney comics were newspaper strips appearing from 1930 on, starting with the ''Mickey Mouse'' comic strip. ''Mickey Mouse Magazine'', the first American newsstand publication with Disney comics, launched in 1935. In 1940, Western Publishing launched the long-running flagship comic book, ''Walt Disney's Comics and Stories'', which reached 750 issues in September 2019. ''Uncle Scrooge'', launched in 1952, reached issue #450 in June 2019. In recent decades, Disney comics have seen a decline of popularity in the US. In the rest of the world Disney comics have remained very successful, especially in Europe, where weekly Disney comics magazines and monthly paperback digests are national best sellers. United States: Comic strips The first Disney comics appeared in daily newspapers, syndicated by King Features with ...
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Coin Flipping
Coin flipping, coin tossing, or heads or tails is the practice of throwing a coin in the air and checking obverse and reverse, which side is showing when it lands, in order to choose between two alternatives, heads or tails, sometimes used to resolve a dispute between two parties. It is a form of sortition which inherently has two possible outcomes. The party who calls the side that is facing up when the coin lands wins. History Coin flipping was known to the Romans as ''navia aut caput'' ("ship or head"), as some coins had a ship on one side and the head of the Roman Emperor, emperor on the other. In England, this was referred to as ''cross and pile''. Process During a coin toss, the coin is thrown into the air such that it rotates edge-over-edge several times. Either beforehand or when the coin is in the air, an interested party declares "heads" or "tails", indicating which side of the coin that party is choosing. The other party is assigned the opposite side. Depending on ...
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