Editing 2599: Spacecraft Debris Odds Ratio

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The results are presented not as an overall probability but rather as an {{w|Odds_ratio|odds ratio}} of the probabilities. The odds ratio is defined as p(A happens in presence of B)/p(A happens in absence of B), which here would be p(space debris head injury after Xh spent outside and 24-Xh inside)/p(space debris head injury after 24h spent inside). The resulting value tells you how much more likely an outcome becomes if you do (or have) A. E.g. the bottom line of the graph in the comic means that spending 11+ hours outside will make it 3 times as likely to get a head injury from space debris compared to not being outside at all.
 
The results are presented not as an overall probability but rather as an {{w|Odds_ratio|odds ratio}} of the probabilities. The odds ratio is defined as p(A happens in presence of B)/p(A happens in absence of B), which here would be p(space debris head injury after Xh spent outside and 24-Xh inside)/p(space debris head injury after 24h spent inside). The resulting value tells you how much more likely an outcome becomes if you do (or have) A. E.g. the bottom line of the graph in the comic means that spending 11+ hours outside will make it 3 times as likely to get a head injury from space debris compared to not being outside at all.
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However, while odds ratios can be useful they tend to hide the scale of a probability - e.g. 0.00000000002%/0.00000000001% = 2, the outcome became twice as likely but the probability only rose by 0.00000000001%. And since the odds of being hit in the head by (any part of) a falling spacecraft are [https://www.livescience.com/33511-falling-nasa-satellite-uars-risk.html astronomically ([[559: No Pun Intended |no pun intended]]) low to begin with], even quadrupling it still results in a negligible probability.
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However, while odds ratios can be useful they tend to hide the scale of a probability - e.g. 0.00000000002%/0.00000000001% = 2, the outcome became twice as likely but the probability only rose by 0.00000000001%. And since the odds of being hit in the head by (any part of) a falling spacecraft are [https://www.livescience.com/33511-falling-nasa-satellite-uars-risk.html astronomically ([[no pun intended]])low to begin with], even quadrupling it still results in a negligible probability.
  
 
The choice of hour brackets instead of a linear time scale is suspicious. Monte Carlo simulations involve a huge number of computations; the scientists should have more than enough data to plot the odds ratio for every additional hour spent outside. Moreover, each hour bracket has a different size - why didn't they use a regular binning like e.g. 1-3, 4-6, 7-9, 10-12? One might suspect that they wanted to conceal inconsistencies and that the underlying data points by themselves don't look nearly as convincing.
 
The choice of hour brackets instead of a linear time scale is suspicious. Monte Carlo simulations involve a huge number of computations; the scientists should have more than enough data to plot the odds ratio for every additional hour spent outside. Moreover, each hour bracket has a different size - why didn't they use a regular binning like e.g. 1-3, 4-6, 7-9, 10-12? One might suspect that they wanted to conceal inconsistencies and that the underlying data points by themselves don't look nearly as convincing.

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