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Subliminal Messaging

Discussion in 'Off-Topic' started by Magtheridon96, Nov 28, 2011.

  1. Magtheridon96

    Magtheridon96

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    Isn't it amazing how you can easily reprogram yourself by means of subliminal messaging?

    Subliminal messaging has been done for hundreds of years now. It was banned in 1958, but there is evidence that subliminal messaging still persists today.

    Here's a video about it:

    http://www.youtube.com/watch?v=Ng6hQfGzQig

    Oh and here's a really funny one, but I'm not sure if these subliminal messages were intended :eek:

    http://www.youtube.com/watch?v=Yv1BiRkZ_Tg
     
  2. Orcnet

    Orcnet

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    try watching old cartoons, because they gave my life nothing!
     
  3. mateuspv

    mateuspv

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    I love this subject, now more than ever we have the use of subliminal messages in advertising primarily
    it is matrix,see HP :)
    [​IMG]

    there are also those who use to Satanism, especially in music...
    look Harry Potter,try to find a face,was the role of the letter
    [​IMG]
    [​IMG]

    but not everything is bad, is sometimes used in a fun but always with more than one intended

    looking to a very famous song that is done from super mario version reduse...i do not know if you have to do with the topic
     
  4. Apheraz Lucent

    Apheraz Lucent

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  5. w3.player

    w3.player

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    Really stunning... unfortunately... the problem is that we can't really know if we were affected by them or not...
     
  6. Ironside

    Ironside

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    I don't get how having secret messages in things would "program your mind".
     
  7. L2love

    L2love

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    Seeing it over and over will effect you but just once won't really do anything.
     
  8. Magtheridon96

    Magtheridon96

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    It's not exactly that Ironside, if you're watching a video, and one frame of the 30 in one second has an advertisement for McDonalds for example, you would see it, but you wouldn't be aware of it. Studies show that these actually affect you. In this case, seeing that advertisement could either make you hungry, or it could make you want to order McDonalds.

    You can exploit this and reprogram others by showing them subliminal messages like 'Obey', 'Convert to <Insert Religion here>', etc..

    I'm going to test this out on my teachers. :p (We have to make a video commercial for a product in French class, and I'm going to make subliminal messages appear on the screen for about 10-20 ms (About one frame for an eye that typically sees about 42 frames/second)) - I'll tell you guys if this works ;)

    Actually it was my bad, I should've said 'others' ;P
    This is way more effective on other people than it is on yourself.
     
  9. Ironside

    Ironside

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    Oh that's what it meant. I've heard of that before then.
     
  10. Edhel-dur

    Edhel-dur

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    Actually the eye only notices 15 frames per second.

    Record anything at 15 frames per second, and than watch your recording. Considering that recording went smooth (e.g. there was enough free RAM) you won't notice any difference between 15 fps and 20 fps or 30 fps or 60 fps.

    Although subliminal messaging is banned, they cannot take care of it completely. As long as it's not a direct message such as "Convert to Christianity" or "Buy World of Warcraft" or w/e, it's completely fine. For example in the Matrix scene, the producers will just say "Well, it's in the real world... in the real world there are commercials... so we put there a HP commercial. It could have been anything, from Simpsons to Mc Donalds, we just chose HP" and you can't really argue with that.

    There are a lot of sexual subliminal messages in Disney movies. Most of the times they write the word SEX in different scenes and frames. Thing is although Disney could never say "it was an honest mistake" due to how often they appear in their movies and since each frame of the cartoon is manually made, or at least they were manually made (in the time of Hunchbank, Lion King, Aladdin...) I've never heard of a lawsuit against it, nor are these movies banned. So I think although subliminal messaging is illegal, there are just not enough facts to prove that any form of subliminal messaging is truly bad to the viewer. I mean what are they going to do? Make a study to see how many people became rapists after watching Disney movies?

    I just think that modern day methods of displaying subliminal messages are to evasive and cannot be properly proven. Thus subliminal messages will continue to exist.
     
  11. Dr Super Good

    Dr Super Good

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    This is very wrong.

    15 FPS is the boundry of constant motion, anything below that appears to be a series of changing pictures and above is detected as something is in motion. Human eyes can resolve up to 200 FPS before mothion quality stops improving.

    Yes you can play a game at 15 FPS, but you will definatly notice how much smoother the movement looks at 30 FPS compared to 15 FPS. Like wise, you will notice how much smoother something looks at 60 FPS compared to 30 FPS. You will also likly notice how much smoother something looks at 120 FPS compared to 60 FPS but by this time you need specialist hardware and the visual returns is minimal (starting to vurge on the undetectable).

    The reason CRTs and such technology work is that our eyes work by change of light. Although we are capable of seeing the flicker very clearly on CRTs we can not resolve it because our eyes get saturated by the brightness of it refreshing the display so that even when it is dark we are still receiving the image from it. Simlar principles to ghosting your eyes get if you look at something bright. Our cones have a very slow response time.

    On the other hand, our rods have a much higher response time, capable of resolving up to 200 changes a second it has been measured.

    So why do movies look so smooth despite being at 25/30 FPS? The answer is they include montion blur on each individual frame which imitates the mothion blur your cones produce when something is in motion even though it is actually part of the movie. As we can not resolve details of objects in motion any quality gained from using less motion blur at higher frame rate (sharpness) is not percetable.

    Games on the other hand have problems producing accurate motion blur. As such each image is sharp which means that sudden changes from fast motion become noticable to our eyes as it exhibits behaviour of something moving stupidly fast to our brain. In order to get around this on the 360 and PS3 where all graphic intensive games are at 30FPS they use motion blur techniques but these result in artifacts like sharp backgrounds around object edges.

    Our eyes are likly analog. This means that in reality they produce a constant stream of images instead of individual frames. The reason we can not resolve changes that are very fast is due to a combination of factors.

    1. The rate of change of output from the perceptors (resulting in output smoothing for change frequiencies above a certain quantity). Cones have a lower rate of change compared to rods meaning that preceptable quality will be lost when exceeding certain change frequiencies.
    2. Brain being wired to not resolve high frequiencies. In nature nothing from this world produces a high rate of change of light intensity meaning that it is pointless to be wired to cope with such inputs. Much simpler for the brain to just ignore such inputs or produce strange results (eg, why eplepsi might occur).
    3. Interpreting data is intensive. The brain gets wired only to interpret things that mater. We can detect stuff like attacking animas at 1/200th of a second but trying to resolve a large page full of text even in 10 second is far beyond us.

    A simple experiment to prove some of what I said that we can all do at home.
    1. Make a new WC3 map.
    2. Make 3 units in a line next to each other via script.
    3. Use a timer controled system to move these units in a sin wave like motion with an offset for each one so they form rows.
    4. Unit 1 gets updated every timer period, 2 gets updated every 2 timer periods and 3 gets updated every 4 timer periods with the position in the sin wave each unit assumes being universal at every timer peroid.
    5. Set the timer to run at slightly over 60 FPS (0.0166 or 60.24 FPS).
    6. Test the map. The multiplyer of the sin wave may need adjusting to produce a visable change.

    You will notice the 15 FPS unit is appearling to teleport between points. The 30 FPS unit will appear smooth most of the time but at high rates of change it still appears to teleport. The 60 FPS unit will appear smooth all the time comparitvly.
     
  12. Edhel-dur

    Edhel-dur

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    Well that's what I meant, that the boundary is at 15 FPS.
    Just saying that for his project maybe he doesn't need 42 FPS as 42 FPS will take up more RAM and more space on HDD and a longer time to render it.
     
  13. Magtheridon96

    Magtheridon96

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    Seems legit. :D
     
  14. Dr Super Good

    Dr Super Good

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    Please enlighten me as to how it will suddenly require more RAM. The only possible way for it to use more RAM is if you decide to increase buffer size to prevent underflow (only needed if I/O service delay exceeds current buffer length).

    The real problem with high frame rates is the storage (which you rightfully mentioned) and the bandwidth. Playing 60 frames a second consumes twice the bandwidth as 30 fames a second. It is very easy to get a bandwidth bottleneck which will mak playback impossible (EG, the I/O bandwidth of backing storage can not handle movie playback at 10000 FPS). Such bandwidth restrictions apply to low frame rate sequences that have been spead up (playing 30 FPS at 4x speed with no frame dropping will have the same load as playing a 120FPS sequence).
     
  15. Edhel-dur

    Edhel-dur

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    Well, when your playing a game for instance. And you record using Fraps. You mean to tell me, that recording at either 15FPS or 30FPS has the same memory usage?
     
  16. Dr Super Good

    Dr Super Good

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    In theory yes as efficient encoding/decoding should have a fixed memory requirement. Higher frame rates purly mean faster throughput which might start to hammer memory bandwidth but has no need of additional memory.

    In reality, higher frame rates may require larger buffers to cope with schedualing delays reliably but that should only be the case when schedualing reliability is a problem.

    An example is that a normal hard disk can only acess 1 file at a time, so if a program was to read a file while FRAPS is also trying to write movie content to disc it may result in FRAPS's write request being delayed while the program reads a file. If the internal frame or I/O buffers overflow during this time then frames will have to be dropped even if they were processed (as there is no where to put them). Larger buffers mean the program can go longer without being serviced.

    This is an aspect of real time computer systems. The buffer length has to be determined by the maximum possible delay that can occur between being serviced. If your system can only maintain a worst case of 1 seconds between servicing buffers then you will need to maintain a buffer which can hold atleast 1 seconds of production (which is dependent on frame rate). However, in an ideal computer system which maintains a worst case servicing time of close to 0 seconds then buffer length is unimportant and so the same minimum buffer length can be used for both encoding rates (15 and 30 FPS) thus the process will allocate the same memory for both.

    Ofcourse if the process holds data every few frames it produces memory will also increase but it will only do so faster than a slower encoding rate. Additionally if you change the encoding quality inorder to cope with 30 FPS memory usage may also change as the encoding process may require more or less memory now.
     
  17. Ironside

    Ironside

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    I believe that fraps takes up more ram when on 30 fps over 15 fps because it has to take more shots on 30 fps, which is exactly what takes up additional ram since it is multithreaded probably.
     
  18. Dr Super Good

    Dr Super Good

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    Except it does not need to maintain the shots in memory and it should still make use of multi-threading at 15 frames per second. If it does use more meory because it only multi threads at higher loads then that is also related to the buffer problem I described above (an ideal computer system would still allow it to work with the same memory load no mater the frame rate).