Quaternions makes it hard to imagine why gimbal lock would even have to be a problem.
Normally it happens because we have to solve a rotation into potentially redundant roll, pitch and yaw factors.
In Q, you can just write the axis of rotation as a unit vector quaternion v = v1 i + v2 j + v3 k. That pure vector quaternion represents a 180 degree rotation around v. Other rotations around v are interpolations between v and the identity rotation scalar 1:
w = a1 + bv,
where a^2 + b^2 = 1.
This is a circular analogue of linear interpolation. Indeed, if t in [0, 1] is our rotation angle, we observe:
a = cos(pi t)
b = sin(pi t)
And we can reduce
w = a + sqrt(1-a^2)*v
Where a \in [-1, 1].
This representation is so nice. There is no need to solve roll, pitch, and yaw. Just pick unit rotation axis v, then twist the scalar knob a to set the rotation amount.
Little by little is my advice, be at hand but not a crutch, show them what they are missing out on but don't push them to engage, they have to decide they want a better life and to do something about it.
PwC and KPMG were appointed to help rectify problems with the system earlier this year, while the council had previously employed EY on the implementation.
I'm sure those three bandits lined their pockets nicely!
Most people working on games have little input to the game dynamics, but sure have a bias for younger people because they can 'relate' to the market, and nothing to do with being more exploitable!
Seems to be conflating GOFAI with Cybernetics, they are distinct with Cybernetics being far more aligned with the sub-symbolic approach (McCullock & Pitts for example).