10,000 Matching Annotations
  1. Jul 2023
    1. The toughest part of the game is easily deciding which club you will use because the game gives you absolutely no clue on how long a club will take you, if you use its full potiental. Well, I calculated the distances... use this table to find which club you would use when in need. ---------------------------- | Club | Max. Distance | |----------------------------| | 1W | 260 yards | | 3W | 230 yards | | 4W | 220 yards | | 1I | 210 yards | | 3I | 190 yards | | 4I | 180 yards | | 5I | 170 yards | | 6I | 160 yards | | 7I | 150 yards | | 8I | 140 yards | | 9I | 125 yards | | PW | 100 yards | | SW | 75 yards | | PT | 30 yards

      Guide for club distance in original Game Boy Golf.

    1. Heracles, being the eldest, matched his brothers, as a game, in a running-race, and crowned the winner with a branch of wild olive, of which they had such a copious supply that they slept on heaps of its leaves while still green.

      Location of the Stadium #Stadium

    1. advancement of women’s presence on governing boards wasbolstered by the rapid expansion of postsecondary education in the 1960s and theadvent of Title IX in 1972;

      Title IX was a true game changer for women within higher education!

    1. The organ starts playing and everyone begins to sing “Take Me Out to the Ball Game.” While singing the song, putting my arms around friends and family with me, I watch all the players taking the field. It is wonderful to see the overwhelming amount of players on one team from around the world: Japan, the Dominican Republic, the United States, Canada, and Venezuela. I cannot help but feel a bit of national pride at this realization. Seeing the international representation on the field reminds me of the ways that Americans, though from many different backgrounds and places, still come together under common ideals. For these reasons and for the whole experience in general, going to a Major League Baseball game is the perfect way to glimpse a slice of Americana.

      The song is important, unifying. It encompasses the author, his family, friends and all the nationalities being represented on this American field

    2. Few tastes are as American as hot dogs and soda pop, and they cannot be missed at a ball game. The smell of hot dogs carries through the park, down every aisle, and inside every concourse. They are always as unhealthy as possible, dripping in grease, while the buns are soft and always too small for the dog. The best way to wash down the Ball Park Frank is with a large soda pop, so I order both. Doing my best to balance the cold pop in one hand and the wrapped-up dog in the other, I find the nearest condiments stand to load up my hot dog. A dollop of bright green relish and chopped onions, along with two squirts of the ketchup and mustard complete the dog. As I continue the balancing act between the loaded hot dog and pop back to my seat,

      sensory extravaganza. you're right there with the author as he loads up his hot dog and almost jealous that you can't have a bite then wash it down with burning cold pop

    3. the national anthem to the international players on the field, all the sights and sounds of a baseball game come together like a slice of Americana pie

      the author describes what he sees as well as the feeling of what Americana means to him

    1. Causal Emergence in Discrete & Continuous DynamicalSystemsThomas F. Varley 1,2March 31, 2020

      I found this paper while looking for ways that [[Eric Hoel]]'s work on a formal structure (via [[information theory]]) for detecting when higher level, lower resolution views would actually provide more [[information]]. I recall being somewhat disappointed by the application to [[cellular automata]] in [[John Conway]]'s [[Game of Life]] since the rules that result in (what appears to us as) emergent complex structures didn't actually map onto the results of applying Hoel's formalism.

    1. Young people who were more impulsive, more socially inept and less empathetic to begin with were more likely to become excessive video game players.

      I find this interesting as people who livestream videogames are usually more upbeat and are constantly interacting with there viewers, asking their opinion on things whether it be about real life or the game.

    1. Matt Stone, quoted in Anatomy of a Breakthrough: “What should happen between every beat you’ve written down is either the word therefore or but.” He sketches the structure using a more concrete example: “You come up with an idea, and it’s like this happens’ and then ‘this happens… .’ No, no, no. It should be, this happens, and therefore this happens, but this happens, therefore this happens. We’ll write it out to make sure we’re doing it.” Stone continues, “There are so many scripts we see from new writers, where it’s like ‘this happens, and then this happens, and then this happens…,’ and that’s when you’re, like, ‘What the fuck am I watching this for?’”

      I wonder whether you can have the link be emotional rather than logical. Seems hard to interleave something like a Game of Thrones cut-between-six-threads-of-story otherwise.

    1. ```python from flask import Flask, request from collections import defaultdict import re import random

      GREEN ="🟩" YELLOW ="🟨" WHITE ="⬜"

      def get_answers(): with open("allowed_answers.txt") as f: answers = set(l for l in f.read().splitlines() if l) return answers

      def get_guesses(): guesses = get_answers() with open("allowed_guesses.txt") as f: for l in f.read().splitlines(): if l: guesses.add(l) return guesses

      app = Flask(name, static_folder="static") app.answers = get_answers() app.guesses = get_guesses() word = random.choice(list(app.answers)) print(f"The word is {word}")

      def with_header(content): return f"""

      <html> <head> <link rel="search" type="application/opensearchdescription+xml" title="searchGame" href="http://searchgame:5000/static/opensearch.xml" /> </head> <body> {content} </body></html>

      """

      @app.route("/") def home(): return with_header("

      Right click on the address bar to install the search engine.

      ")

      @app.route("/search") def search(): return with_header(f"Content: {request.args.get('q')}")

      def to_result(guess, answer): chars = [WHITE] * 5 count = defaultdict(int) for idx, (g, a) in enumerate(zip(guess, answer)): if g == a: chars[idx] = GREEN else: count[a] += 1

      for idx, g in enumerate(guess):
          if g in count and count[g] > 0 and chars[idx] == WHITE:
              chars[idx] = YELLOW
              count[g] -= 1
      
      return "".join(chars)
      

      def maybe_error(guess): if len(guess) < 5: return f"less than 5 characters" if len(guess) > 5: return f"greater than 5 characters" if guess not in app.guesses: return f"not in wordlist" return None

      @app.route("/game") def game(): query = request.args.get("q") guesses = [x for x in re.split("[. ]", query) if x] response = [] if not guesses: response.append("Enter 5-letter guesses separated by spaces") else: most_recent = guesses[-1] # Don't show "too short" error for most recent guess if len(most_recent) < 5: guesses = guesses[:-1] if not guesses: response.append("Enter a wordle guess") for guess in guesses[::-1]: error = maybe_error(guess) if error is None: result = to_result(guess, word) s = f"{guess} | {result}" if result == GREEN * 5: s = f"{s} | CORRECT!" response.append(s) else: response.append(f"{guess} | ERROR: {error}")

      return [query, response]
      

      ```

    1. EXERCISE 14-2

      challenge ** ** solution 1.getting distracted 1.focus on the task at hand 2.playing games instead of doing work 2. turn game off 3.forgeting about homework 3.make a schedule 4.using phone 4.turn off phone 5.watching tv 5.stop watching tv and turn it off

    1. Prior to TikTok, I would’ve said YouTube had the strongest exploit algorithm in video,The exploit versus explore conundrum is sort of a classic of algorithmic design, usually mentioned in relation to the multi-armed bandit problem. For the purposes of this discussion, think of it simply as the problem of choosing which videos to show you. An exploit algorithm will give you more of what you like, while an explore algorithm tries to broaden your exposure to more than just what you’ve shown you like. YouTube is often described as an exploit algorithm because it tends to really push more of what you like, and then before you know it, you’re looking at some alt-right video that’s trying to redpill you. but in comparison to TikTok, YouTube’s algorithm feels primitive (the top creators on YouTube have long ago figured out how to game YouTube’s algorithm’s heavy dependence on click-through rates and watch time, one reason so many YouTube videos are lengthening over time, much to my dismay).

      Always need to consider how the algorithm might be gamed and contribute to changes in the content on the platform. This example contrasts with Spotify's algorithm which registers that the user has listened to a song after 30 seconds causing songs to shorten over time (not a new phenomenon. this also happened when music moved to the radio)

    1. He becomes self-aware and enters an unending quest of trying to figure out the end game of West World.

      The end game of westworld, what about the end game of science, or the end game of humanity!?!?!?

    1. In “Education Unleashed,” Cory Ondrejka uses the history of virtual worlds as a context forbuilding an argument around the role new technology is playing in defining when, where,and how kids learn. Chief Technology Officer for Linden Lab (the creators of Second Life),Ondrejka is an unapologetic advocate for the use of virtual worlds as a building block of thefuture of learning. Connecting the cost of learning to innovation and knowledge creation,he suggests that it is the lower cost of learning in virtual worlds that is transformative. “Forthe first time, geography is not the primary determining factor in who can learn together orwho can teach” (p. 243)

      I always watched videos where people introduce their study methods that the mechanism similar to the game, intend to let people enjoy studying like enjoying playing the game. So they encourage to set small task to finish the studying step by step. But we still lack of motivation to start the first step. Ondrejka said, learning through the game is the easiest way and has a comparatively lower cost. When I was in high school, I always won the highest score in classical Chinese only because I used to read lots of cyber fiction on this topic. The core logic is to get the fun part, I need to learn those boring knowledge, I even don't feel bored when my goal is to reach that fun part.

  2. Jun 2023
    1. Creating decentralized social apps has never been easier ActivityPods brings together two game-changing technologies, ActivityPub and Solid Pods, and empowers developers to create truly decentralized applications

    1. Costanza-Chock explains that we should be designing algorithms that are just.45 This means shifting from the ahistorical notion of fairness to a model of equity.

      This reminds me of a metaphor my high school used to properly explain the difference between equality and equity. Let's say there's a fence, and on the other side is a baseball game that you and your friend are trying to peek over and watch. You each get a box to stand on, and now you can see over the fence! Your friend, however, is shorter than you and still can't reach. Although you may have the same box to stand on (equality), in order to get the same opportunity to watch the game you have to put effort into making sure that everyone actually receives that truly equal opportunity, e.g. another box for your friend.

      Costanza-Chock's example of college admissions to explain equality vs. equity also make me think about what kinds of digital barriers exist in place to prevent restorative justice. Issues such as accessibility, class, and status keep coming up for me and now I'm wondering: How does class background influence the attempts made by digital humanities scholars who try to perform this restoration?

    1. Tragedy is hard news, and the avoidance of it is so/I news. How do you ever win that game? I got more hard-to-place klds adopted in Florida than anybody ever thought could get done. You know, they didn't get two lines [in lhepress] ... , It's just tough. ... In child abuse and neglect, it's like you're playing a football game and when the evil opponents score, the scoreboard doesn't just light up-Ibey have a five-day discussion of It.

      This section reminds me of something I heard once on a television show. It involved national intelligence and the security of the country. How "our victories are silent but our mistakes are loud". Hardly anyone remembers Umar Farouk Abdulmutallab, the man who tried to detonate a plastics bomb on a Norwest Airlines flight on Christmas. Everyone remembers Ted Kaczynski aka "The Unabomber" I know hindsight is 20/20 but I wonder if Coler had ever even thought about the perception of having close acquittances next to him with HRS and how it would look?

    1. designing information infrastructure in ways that favour de-centralisation

      designing constellation for information creation/curation/conversational collaboration harnessing decen(tralized) protocols

      decentralization shifts the parading from centralized silos to a decent/distributed modes, at the edges, where we, the people operate, with increase in autonomy.

      But what is needed is to flip the centralized paradigm and put people at the center.

      Interpersonal trust networks build for trust from trust,

      Empowering individuals and communities to create their own - autonomous digital spaces of their own

      that are born interoperable with anything in that - space of permanent hypermedia - HyperDocuments,

      that are - local first, - offline first for all participants

      yet supports interpersonal collaboration in all collaborative modalities, - real-(time, - eventually consistent async messaging, - continuous without being synchronous,

      while maintaining - full contiguity of their own personal/community work and digital engagements

      independent of the tools they use for that purpose.

      As the IndyVerse/Web/Net/Lab/Learning Commons is piloted at the moment

      it also offers deep integration with - web annotation services like Hypothesis and Memex, but any other system can readily be bi integrated (two ways) as plug-outs ready to be integrated into individuals' own(ed) workflows

      the IndyWeb also makes use of TrailMarks (generalized into HyperMarks in the IndyVerse of Intentional Morphic HyperDocuments

      that itself has 'Universality' in the sense of "Universal Machines'

      providing a universal way of designating info structures on the fly, as one writes, and intended interpretation across hypermedia content decouple from the means that were used to create them Where documents are not considered enclosures but dynamic views in a global giant emergent permanent digital spaces

      in the first place. Think of TrailMarks as a plain text Symmathetic Mark-In notation that can be added to any content unobtrusively along with the machinery needed to play this intentional/semanttic/symmathetic game

      That's what the indyWeb/Net/Hub/Lab pilots

      It aims to complete existing systems, including centralized ones.

      Centralized system offer global reach, at the risk of censorship, decentralized systems are uncensorable but very limited in reach as they represent technical and other barriers to on-boarding.

      On the IndyWeb that Flips the web from server/provider centric to People-centric

      IndyNet offers zero friction on-boarding and proogressiver trust networks with potential eventually global reach where servi

      for - flipped web - offline first

    1. the best policy for science is just more immigration into the United States. High skilled maybe, but just flat out more immigration.

      Isn't that just drawing from another exhaustible resource? Think end game. Don't we converge on an equilibrium where we are no longer able to exploit the outsized gains?

  3. www.tripleeframework.com www.tripleeframework.com
    1. Studies on engagement uncovered that while students may be physically present and appear to be actively involved in using the technology tools, in reality they might still be cognitively disengaged from the learning goals (Linnenbrink &Piintrich, 2003).

      This reminds me of using Kahoot! in my classroom. Even if students do not know how to do the material, they are engaged and just select an option in hopes they get it right and win the game. Guessing is a popular alternative students learn instead of mastery.

    1. Not onlycan these groupuscules not enter the legal politi cal game, but their sociolog i calbasis remains difficult to grasp.

      Russia does have far-right extremist groups but they cannot legally enter the political scene. They're grassroots groups. On the fringes.

    1. that the purpose of games is to exercise the brain, and you exercise the brain by challenging it to identify patterns. Games give players an opportunity to practice and understand patterns in a safe context, where stakes are not as high as in the real world.

      Share with [[Sarah]], relevant to teaching

    1. non lasciarmi pensare alle mie montagne

      Very often, when we think about ‘Il canto di Ulisse’, we tend to recall only the most famous pages in which Levi tries to remember Dante’s canto. The depth and sense of urgency of the Ulyssean passages are so overwhelming and passionate that they may distract us from other elements in the chapter. However, if we go back to the text and read it closely, we cannot avoid noticing that, after a brief opening in which Levi introduces Pikolo and narrates how he came to be Pikolo’s ‘fortunate’ chaperone to collect the soup for the day, ‘Il canto di Ulisse’ also dwells quite significantly on a moment of domestic memories. While going to the kitchens, Levi writes: ‘Si vedevano i Carpazi coperti di neve. Respirai l’aria fresca, mi sentivo insolitamente leggero’. This is the first moment in the chapter in which Levi refers to the mountains as something that revitalises him and makes him feel fresh and light, both physically and mentally.

      This moment foreshadows another, also in this chapter, when Levi goes back to his mountains, those close to Turin, and compares them to the mountain that the protagonist of Dante’s canto, Ulysses, encounters just before his shipwreck with his companions:

      ... Quando mi apparve una montagna, bruna

      Per la distanza, e parvemi alta tanto

      Che mai veduta non ne avevo alcuna.

      Sì, sì, ‘alta tanto’, non ‘molto alta’, proposizione consecutiva. E le montagne, quando si vedono di lontano... le montagne... oh Pikolo, Pikolo, di’ qualcosa, parla, non lasciarmi pensare alle mie montagne, che comparivano nel bruno della sera quando tornavo in treno da Milano a Torino! Basta, bisogna proseguire, queste sono cose che si pensano ma non si dicono. Pikolo attende e mi guarda. Darei la zuppa di oggi per saper saldare ‘non ne avevo alcuna’ col finale.

      The significance of the mountains in Levi’s narration is confirmed in this passage. For him, the mountains represent his experience of belonging, his youthful years, and his work as a chemist – the job he was doing when he commuted by train from Turin to Milan. At the same time, Levi’s own memories of the mountains intertwine and overlap with another mountain, Dante’s Mount Purgatory. Here, a deep and perhaps not fully conscious intertextual game starts to emerge and to characterise Levi’s writing. The lines that Levi does not remember are these (compare, on the Dante page):

      Noi ci allegrammo, e tosto tornò in pianto,

      ché de la nova terra un turbo nacque,

      e percosse del legno il primo canto.

      For Dante’s Ulysses, Mount Purgatory signifies the final moment of his adventure and his desire for knowledge. The marvel and enthusiasm that Ulysses and his company feel when they see the mountain is suddenly transformed into its contrary. From the mountain, a storm originates that will destroy the ship and swallow its crew: ‘Tre volte il fe’ girar con tutte l’acque, | Alla quarta levar la poppa in suso | E la prora ire in giù, come altrui piacque’. Dante’s Mount Purgatory, so majestic and spectacular, represents the end of any desire for knowledge that aims to find new answers to and interpretations of human existence in the world without God’s word.

      Going back to Levi’s text, we find that, instead, in a kind of reverse overlapping between his image and that of Ulysses, the image of the mountain of Purgatory suggests to Levi a very different set of thoughts that, although seemingly and similarly overwhelming, opens up new interpretations: ‘altro ancora, qualcosa di gigantesco che io stesso ho visto ora soltanto, nell’intuizione di un attimo, forse il perché del nostro destino, del nostro essere oggi qui’. For a moment, it is almost as if Levi, a new Dantean Ulysses in a new Inferno, stands in front of Mount Purgatory and forgets the terzine and the shipwreck. Maybe Levi cannot or does not want to remember those terzine because the mountain in Purgatory represents something very different for him than for Dante’s Ulysses. Levi’s view of the mountain does not lead to a moment of recognition of sin, as it does in Dante’s Ulysses. For him, the mountain, like his mountain range, is the gateway to knowledge, enrichment, and illumination and to a world that lies beyond the imposed limits of traditional, constricting, and distorted views and that awaits discovery (‘qualcosa di gigantesco che io stesso ho visto ora soltanto’). Something about and beyond the Lager.

      To better understand how the mountains are central in ‘Il canto di Ulisse’, we have to remember that Levi’s view of the mountains strongly depends on his anti-Fascism, which he expressed particularly vigorously in two moments of his life: during his months in the Resistance, just before he was captured and sent to Fossoli, and, even more intensely, during the adventures of his youth, when he was a free young man who enjoyed climbing the mountains surrounding Turin. As Alberto Papuzzi has suggested, ‘le radici del suo rapporto con la montagna sono ben piantate in quella stagione più lontana: radici intellettuali di cittadino che cercava sulla montagna, nella montagna, suggestioni e risposte che non trovava nella vita, o meglio nell’atmosfera ispessita di quella vita torinese, senza passato e senza futuro’ (OC III, 426-27). Indeed, reports Papuzzi, Levi confirms that:

      Avevo anche provato a quel tempo a scrivere un racconto di montagna […]. C’era tutta l’epica della montagna, e la metafisica dell’alpinismo. La montagna come chiave di tutto. Volevo rappresentare la sensazione che si prova quando si sale avendo di fronte la linea della montagna che chiude l’orizzonte: tu sali, non vedi che questa linea, non vedi altro, poi improvvisamente la valichi, ti trovi dall’altra parte, e in pochi secondi vedi un mondo nuovo, sei in un mondo nuovo. Ecco, avevo cercato di esprimere questo: il valico.

      The heart of that epic story made its way into the chapter ‘Ferro’ in Il sistema periodico. The discovery of this (brave) new world, ‘mondo nuovo’, is an integral part and a direct achievement of Levi’s experience in the mountains. The mountains open a new understanding and a new perspective on the world.

      Something that escapes common understanding is revealed through the experience of the mountains, both in Levi’s memories of his youth and in his literary recounting of Auschwitz. Reciting Dante in ‘Il canto di Ulisse’ is therefore not only an intertextual exercise for Levi. Only by inserting Levi’s literary references in the complexity of his own experience – before, during, and after Auschwitz – can we fully capture the depth of his reflections. Levi mentally and metaphorically brought to Auschwitz not only Dante but also his ‘metafisica dell’alpinismo’. Together, they contributed to his attempt to come to terms with that reality.

    1. I also knew now how these details fit into the larger scheme of thewhole game, r

      With context, we can draw on previous examples of simpler experiences for addressing similar contexts in harder situations.

    2. Each tutorial places its basic skills in a scenario that is just a simplified version of thereal game. This allows learners always to see how these basic skills fit into the game as awhole system and how different skills integrate with each other.

      I would compare this to a figure or explanation of a word problem in a text book. You get a basic example of how the concept and practice are related to real life and after you make your own connections based on this simple solution.

    1. When we don’t think certain messages meet our needs, stimuli that would normally get our attention may be completely lost. Imagine you are in the grocery store and you hear someone say your name. You turn around, only to hear that person say, “Finally! I said your name three times. I thought you forgot who I was!” A few seconds before, when you were focused on figuring out which kind of orange juice to get, you were attending to the various pulp options to the point that you tuned other stimuli out, even something as familiar as the sound of someone calling your name.

      This happens with my boyfriend and I all of the time. He will be playing a video game or on his phone, and when I try to get his attention, this happens. I also thought it was because he was tuning me out on purpose or something. I also heard that humans are not meant to focus their attention on multiple things at once, so this makes sense. I think that this concept is super interesting and now I know why people do this.

    1. ut teachers a oa fountively when they have that same information.

      Actually internalizing the importance of a strong learning objective/success criteria pair was an absolute game changes for me as a teacher. When I was a pre-service teacher and in my first few years I viewed this as an annoying box to check off. Now it helps me actually teach what I'm intending to teach and not get off track. I love it.

    1. Some of these shows were excellent. But enough of them were not excellent that it started to seem as if making good art was not necessarily the aim of the people who made shows like these. The real aim was to deploy the external trappings of good art in a bid to capture the rewards that go to people who make good art: the Emmys and the New Yorker profiles and the high cultural status. Art wasn’t the point; prestige—that word, again—was. Talking about “prestige TV” rather than good TV became a way to take the thorny question of aesthetic value out of the conversation. It was a way to sidestep difficult political discussions about representation and genre and how we distribute cultural spoils. But the faint derisiveness of the term also seemed to mark its user as more in the know, hipper, less naive about human motives. It was a way to talk about art that showed you weren’t enough of a sap to think art was really the goal. It showed you understood that the only things people really care about are gossip and money. And I think that’s why I feel a little queasy about the term “prestige TV.” It seems to contain its own quiet cynicism. It’s so dismissive of the artistic potential of the medium of television, something I’d very much like writers and showrunners to go on believing in.

      "Prestige TV" gives away the game.

    1. The label has also permeated the Ukraine-Russia relationship. Entangled in acomplex mirror game since the beginning of the 2014 war, both Moscow and Kyivhave been accusing each other of fascism.

      Another reason why discussing Russian fascism is important; it plays a central role in current Ukraine-Russia relations. Both parties are accusing each other of fascism.

      Ukraine has created a term "Rashizm," i.e. Russia and fascism.

    1. non lasciarmi pensare alle mie montagne

      Very often, when we think about ‘Il canto di Ulisse’, we tend to recall only the most famous pages in which Levi tries to remember Dante’s canto. The depth and sense of urgency of the Ulyssean passages are so overwhelming and passionate that they may distract us from other elements in the chapter. However, if we go back to the text and read it closely, we cannot avoid noticing that, after a brief opening in which Levi introduces Pikolo and narrates how he came to be Pikolo’s ‘fortunate’ chaperone to collect the soup for the day, ‘Il canto di Ulisse’ also dwells quite significantly on a moment of domestic memories. While going to the kitchens, Levi writes: ‘Si vedevano i Carpazi coperti di neve. Respirai l’aria fresca, mi sentivo insolitamente leggero’. This is the first moment in the chapter in which Levi refers to the mountains as something that revitalises him and makes him feel fresh and light, both physically and mentally.

      This moment foreshadows another, also in this chapter, when Levi goes back to his mountains, those close to Turin, and compares them to the mountain that the protagonist of Dante’s canto, Ulysses, encounters just before his shipwreck with his companions:

      ... Quando mi apparve una montagna, bruna

      Per la distanza, e parvemi alta tanto

      Che mai veduta non ne avevo alcuna.

      Sì, sì, ‘alta tanto’, non ‘molto alta’, proposizione consecutiva. E le montagne, quando si vedono di lontano... le montagne... oh Pikolo, Pikolo, di’ qualcosa, parla, non lasciarmi pensare alle mie montagne, che comparivano nel bruno della sera quando tornavo in treno da Milano a Torino! Basta, bisogna proseguire, queste sono cose che si pensano ma non si dicono. Pikolo attende e mi guarda. Darei la zuppa di oggi per saper saldare ‘non ne avevo alcuna’ col finale.

      The significance of the mountains in Levi’s narration is confirmed in this passage. For him, the mountains represent his experience of belonging, his youthful years, and his work as a chemist – the job he was doing when he commuted by train from Turin to Milan. At the same time, Levi’s own memories of the mountains intertwine and overlap with another mountain, Dante’s Mount Purgatory. Here, a deep and perhaps not fully conscious intertextual game starts to emerge and to characterise Levi’s writing. The lines that Levi does not remember are these:

      Noi ci allegrammo, e tosto tornò in pianto,

      ché de la nova terra un turbo nacque,

      e percosse del legno il primo canto.

      For Dante’s Ulysses, Mount Purgatory signifies the final moment of his adventure and his desire for knowledge. The marvel and enthusiasm that Ulysses and his company feel when they see the mountain is suddenly transformed into its contrary. From the mountain, a storm originates that will destroy the ship and swallow its crew: ‘Tre volte il fe’ girar con tutte l’acque, | Alla quarta levar la poppa in suso | E la prora ire in giù, come altrui piacque’. Dante’s Mount Purgatory, so majestic and spectacular, represents the end of any desire for knowledge that aims to find new answers to and interpretations of human existence in the world without God’s word.

      Going back to Levi’s text, we find that, instead, in a kind of reverse overlapping between his image and that of Ulysses, the image of the mountain of Purgatory suggests to Levi a very different set of thoughts that, although seemingly and similarly overwhelming, opens up new interpretations: ‘altro ancora, qualcosa di gigantesco che io stesso ho visto ora soltanto, nell’intuizione di un attimo, forse il perché del nostro destino, del nostro essere oggi qui’. For a moment, it is almost as if Levi, a new Dantean Ulysses in a new Inferno, stands in front of Mount Purgatory and forgets the terzine and the shipwreck. Maybe Levi cannot or does not want to remember those terzine because the mountain in Purgatory represents something very different for him than for Dante’s Ulysses. Levi’s view of the mountain does not lead to a moment of recognition of sin, as it does in Dante’s Ulysses. For him, the mountain, like his mountain range, is the gateway to knowledge, enrichment, and illumination and to a world that lies beyond the imposed limits of traditional, constricting, and distorted views and that awaits discovery (‘qualcosa di gigantesco che io stesso ho visto ora soltanto’). Something about and beyond the Lager.

      To better understand how the mountains are central in ‘Il canto di Ulisse’, we have to remember that Levi’s view of the mountains strongly depends on his anti-Fascism, which he expressed particularly vigorously in two moments of his life: during his months in the Resistance, just before he was captured and sent to Fossoli, and, even more intensely, during the adventures of his youth, when he was a free young man who enjoyed climbing the mountains surrounding Turin. As Alberto Papuzzi has suggested, ‘le radici del suo rapporto con la montagna sono ben piantate in quella stagione più lontana: radici intellettuali di cittadino che cercava sulla montagna, nella montagna, suggestioni e risposte che non trovava nella vita, o meglio nell’atmosfera ispessita di quella vita torinese, senza passato e senza futuro’ (OC III, 426-27). Indeed, reports Papuzzi, Levi confirms that:

      Avevo anche provato a quel tempo a scrivere un racconto di montagna […]. C’era tutta l’epica della montagna, e la metafisica dell’alpinismo. La montagna come chiave di tutto. Volevo rappresentare la sensazione che si prova quando si sale avendo di fronte la linea della montagna che chiude l’orizzonte: tu sali, non vedi che questa linea, non vedi altro, poi improvvisamente la valichi, ti trovi dall’altra parte, e in pochi secondi vedi un mondo nuovo, sei in un mondo nuovo. Ecco, avevo cercato di esprimere questo: il valico.

      The heart of that epic story made its way into the chapter ‘Ferro’ in Il sistema periodico. The discovery of this (brave) new world, ‘mondo nuovo’, is an integral part and a direct achievement of Levi’s experience in the mountains. The mountains open a new understanding and a new perspective on the world.

      Something that escapes common understanding is revealed through the experience of the mountains, both in Levi’s memories of his youth and in his literary recounting of Auschwitz. Reciting Dante in ‘Il canto di Ulisse’ is therefore not only an intertextual exercise for Levi. Only by inserting Levi’s literary references in the complexity of his own experience – before, during, and after Auschwitz – can we fully capture the depth of his reflections. Levi mentally and metaphorically brought to Auschwitz not only Dante but also his ‘metafisica dell’alpinismo’. Together, they contributed to his attempt to come to terms with that reality.

      VG

    1. I’d say that the meta is what you get after you master boring fundamentals. But observing the state of the current meta often reveals what boring fundamentals you need to learn.

      It's like Game, you have to master the 3 second rule, negs, takeaways, context switching, second locations and through tedious repetition, then The Matrix appears in front of you. The Matrix is The Meta.

  4. betasite.razorpay.com betasite.razorpay.com
    1. sactions.

      Kshetra I feel that the main point of how turbo upi can help in each of these verticals is not coming out well currently.

      can you replace with these and consider?

      Doorstep Food/Grocery Delivery Customers select UPI to make quick payments for food/grocery delivery. However, they have to hop between the business and UPI apps, which causes friction. Customers are unsure which support team to contact for disputes - the UPI app or the business. With Turbo UPI, customers can experience 1-click payments and speedy dispute resolution on the business app.

      Insurance Customers use UPI to pay their insurance premiums, which could be high-ticket transactions. Insurance firms can use Turbo UPI to make the premium payment experience faster and smoother and achieve a higher payment success rate, which reassures customers.

      Investment Investment companies must comply with regulations and collect payments from only customers' KYC-verified bank accounts. With Turbo UPI, investment companies can implement third-party validation on all customer payments and ensure regulatory compliance while providing a 1-click payment experience.

      Gaming Turbo UPI enables customers to make in-app game purchases without leaving the gaming app. This enhances the customer's experience as they can make a quick UPI payment and continue playing.

  5. May 2023
    1. Let me say a word about video games, a field towhich I have contributed, and then continue on towhat I see as some already-shared themes. After theseintroductory remarks I will discuss the emerged andemerging fields I mentioned above, and then pro-pose a way to achieve the commonality needed forcollaboration and the accumulation of knowledgeto strengthen what has been, to date, a vibrant yetnascent field at the intersection of digital media andlearning.

      I'm not a daily gamer, but I do often play and watch game plays online. I think watching them and being accustomed to them, it gained a sense of design and colour arrange. Video game I think can go hand in hand with educational design and design principles.

    2. People learn a given way of reading or writing byparticipating in (or at least coming to understand) thedistinctive social and cultural practices of differentsocial and cultural groups. When these groups teachor “apprentice” people to read and write in certainways, they never stop there. They teach them to act,interact, talk, know, believe, and value in certain waysas well, ways that “go with” how they write and read(Gee 1990/1996/2007).So, for example, knowing how to write a “gameFAQ” (a strategy guide for a video game)—or how toread one—requires that you know how game FAQs areused in the social practices of gamers, practices thatinvolve a lot more than just reading and writing. Youneed to know how gamers talk about, debate over, andact in regard to such things as “spoilers” and “cheats”and “cheating,” all defined as gamers define them, notjust in general terms (Consalvo 2007).

      It shows that by participating we can understand the different cultural practices through reading and writing. Through these practices we can get involved with more social practices through digital media. Which is a great way of looking at things.

    3. This was convergent development. Videogames are largely just problem-solving spaces and ifpeople found them difficult to learn or unengaging,the companies that make them would go out of busi-ness. So it is perhaps not surprising that game design-ers have hit on—and even innovated—many of thelearning principles that contemporary research in theLearning Sciences has argued work for deep and effec-tive human learning

      Very true. If video games were not engaging, no one would waste their money and buy these games. I think that game-based learning do offer educational value to children and adults. Game simulation and game based learning is becoming more popular in school systems. Although I am not that into video games,I do see the educational value and problem solving skills that it offers.

    1. t also allows smaller companies like start-ups, who neither have competitive data collection capabilities nor the capacity to pay data brokers for the same to compete in a market where artificial intelligence (AI) training data commands more than a billion dollars in market share.

      But upto what amount of synthetic data is acceptable ? If the whole data is Synthetic, then how are we going to handle actual society human bias ? What systems of modelling exist ?

    1. What I also find interesting is that, unlike many other games, the player gets to choose their dialogues and the memories they want to pass on.

      Maybe mention that some of these memories are recordings of the non-human world? (like in the image below) The video game is clearly asking what is worth remembering if/when humans disappear... very posthuman... but also in its desire to move beyond just human memories and experiences?

    1. Upon discovering his true identity and realizing the fact that it is the last ‘human’ to still possess the memories of humanity’s past, B-12 takes it upon itself to keep the memory of humans alive by liberating the robots and sharing its knowledge with them. As such, the game requires that you help the drone/scientist. This goes to show that even in this virtual, post-apocalyptic setting, “traditional Humanism is ever persistent” (Solberg 2021, 3). Indeed, even as a cat, the player is expected to ‘save’ humanity in a world where humans no longer exist.

      Posthumanism as emphasizing the constantly changing processes of subjectivity (ontological relationality) - so B12 may be human in its memories but its 'body' is not (difficult to speak of 'traditional Humanism', no?) Does the cat 'save' just humanity, though? How do different human-animal-robot relations emerge?

    1. Disclaimer: Since I have not played the game, I have kept the synopsis brief.

      Maybe you could include a note or two about why the game was create? Or how gamers rate the game?

    1. One example of this would be in the Grand Theft Auto series. Though I have never played a single game from the series, I have heard quite a few things about it, and how the female characters in the game merely serve as eye candy.

      I have encountered this game before. Your personal reflections make the example that much more disturbing.

    2. Even though Muslim Massacre was banned, it still reflects, what Amanda Phillips calls mechropolitics, meaning the recreation of real politics of death in the digital world (Mayar 2021, 4). As such, these ‘others’ are merely used to fulfill a project, whether it be in the digital or the real world.

      I had not heard of this game before... It illustrates in a terrifying way the violent othering that video games make possible.

    1. Farming Simulator是一款农场模拟游戏,玩家可以在游戏中创建自己的虚拟农场。Giants Software现在每年收到数百个来自设备制造商的查询,这些制造商生产从拖拉机和联合收割机到拖车、打包机和播种机等设备,询问如何在游戏中展示他们的产品。Giants表示,制造商的兴趣为其提供了足够的收入流,以支付游戏开发成本。Farming Simulator系列的吸引力之一来自于体验的真实感。Giants现在与制造商分享其产品的详细工程图纸,以便进行模拟。Giants可以在PC、Xbox和PlayStation游戏中包含约500种产品,在手持版本中包含130种产品。Valtra公司在去年9月宣布了其Q系列拖拉机,与此同时Giants发布了Farming Simulator 22的更新。

    1. Individuals or corporations own businesses

      Capitalism is when people have the freedom to make money and own things. It's like a big game where everyone tries to make the most profit. People can start their own businesses and sell things to make money. The more money you have, the more things you can buy and the more power you have. Some people really like capitalism because they think it gives them a chance to succeed and be rich. Others think it's not fair because it can create a big gap between the rich and the poor. It's kind of like a never-ending race to make more and more money.

    1. The first successful trust was Rockefeller's Standard Oil, which amassed a 90% share of all US oil. Other "capitalists" got in on the game, forming the Cotton Seed Oil Trust (75% market share), the Sugar Trust (85%). Then came the Whiskey Trust and the Beef Trust. America was becoming a planned economy, run by a handful of unelected "industrialists" with lifetime appointments and the power to choose their successors.

      Mind blown. I had no idea there were so many trusts setup in the states like this

    1. As we walked away, you and Muthu started playing a game,tossing a bit of concrete into the air like a ball and trying to catch itagain before it fell.

      i do this with a tenis ball and i catch it with a punch to practice

    1. Every 10 minutes on his game boy is another shovel of dirt he throws out of the deep hole he lives in.

      Can I have an AI remind me of this every time I mindlessly browse the internet, That'd would be great meme

    1. Taz: Well Christmas being brought to you by Lugs, who presents the latest funkmasterflex drivershoes, a vantage Lugs, the streets are off.And Paramount Pictures presents the new film Paycheck, now playing in theaters everywhere,rated PG-13.And brought to you by Tony Hawk's Underground. Put your face in the game and go from punkto pro, available on all gaming systems.That ain’t no game though....Crossing Sabres. Oh OH

      Clash of Civilization.....Crossing Sabres (Iran-Iraq War memorial)....Ads on top of the memorial..

      Jumping from Sabres to Sable's preparation

    Annotators

    1. Fold-It is a game that lets players attempt to fold proteins. At the time, researchers were having trouble getting computers to do this task for complex proteins, so they made a game for humans to try it. Researchers analyzed the best players’ results for their research and were able to publish scientific discoveries based on the contributions of players.

      Very intuitive and impactful design, with easy access to data and progress through this crowd-sourced approach.

    2. Fold-It is a game that lets players attempt to fold proteins. At the time, researchers were having trouble getting computers to do this task for complex proteins, so they made a game for humans to try it. Researchers analyzed the best players’ results for their research and were able to publish scientific discoveries based on the contributions of players.

      Making it into a game is really smart. I think that this is a really good way to get a lot of people to volunteer their time.

    3. Fold-It is a game that lets players attempt to fold proteins

      On the topic of how crowdsourcing can benefit researchers, one website one of my teachers mentioned that allows the general public help with research projects is Zooniverse ( https://www.zooniverse.org/ ). For example, one project, Davy Notebooks Project, is a project on there to transcribe manuscript notebooks of Sir Humphry Davy. Another one, Drones for Ducks, is a project where people identify waterfoul from a bird’s eye view to help develop technology to identify them automatically.

    1. Have you experienced a flurry of emotions or rush of adrenalin when you’ve observed someone else engaged in an activity?

      I automatically thought about being at a football game! I have often been guilty of telling my husband that the people in the tv can't hear him, but I often feel the same way when attending my son's soccer games or wrestling matches. I met another mother once who told me that if she didn't yell, she felt like she would get sick. I think it is from the sheer amount of emotion. I also getting a little weepy when seeing my son play his violin or trumpet or hear my younger son say another word that wasn't in his vocabulary before. It truly does speak to humans as being empathetic by nature.

    1. When tasks are done through large groups of people making relatively small contributions, this is called crowdsourcing. The people making the contributions generally come from a crowd of people that aren’t necessarily tied to the task (e.g., all internet users can edit Wikipedia), but then people from the crowd either get chosen to participate, or volunteer themselves.

      One example of crowdsourcing can be kickstarter, where anyone can help donate to a cause. That cause can be anything for funding for a game or helping a person in need.

    1. However, what about if the agents also care about each others’ wellbeing, or share a common goal? We call these ‘shared aims’ communities. The effective altruism community is an example, because at least to some degree, everyone in the community cares about the common goal of social impact, and our definitions of this overlap to some degree. Likewise, environmentalists want to protect the environment, feminists want to promote women’s rights, and so on. How might cooperation be different in these cases?This is a question that has received little research. Most research on coordination in economics, game theory and computer science, has focused on selfish agents. Our speculation, however, is that shared aims communities have the potential to achieve a significantly greater degree of cooperation.

      Woah! "This question has received very little research" - this indicates that I might be able to feasibly contribute to this field, as it hasn't necessarily been explored in great depth (at least according to the author's perspective in 2018).

    1. baking injustice into the bones of their designs

      The examples below and this idea overall is hauntingly true. Anotther example is in the game Prodigy, which I feel like is the case in many other games, is that when you pick a name for your character, it lets you pick from a pre-determined list. Students with a name unique to their culture, or simply outside the "typical" names will not get to express their identity unfortunately. Lack of representation in edtech and issues with accessibility that disproportionately impact users of color is just as harmful as a lack of representation in lesson plans or assignments that disproportionately exclude and challenge students of color.

    1. And people who put videos on YouTube, why do they do that? Well, it’s wanting to be helpful. And it’s a desire for fame, or at least recognition. It feels good to have “numbers”, by which I mean an indication that people have seen a thing you have done and an indication they approved. And YouTube pays money. Usually small amounts of money, but enough that I know people who make a living that way. And even if YouTube itself doesn’t give you enough money to live on, getting popular on YouTube, being known - that leads to other ways of making money, like a Patreon, or commercial sponsorships for videos. But really the money is less in providing a useful service, like putting out a video showing how to beat a game, and more in providing a simulacrum of that sense of community that people like. Viewers watch at home, by themselves, but they feel like they are with someone charming and friendly and it gives them a sense of being with a friend. The term for this is “parasocial relationships”, and it’s really where the money is in terms of making “content” online.

      Maybe worth it to note that the parasocial thing isn't so distinct from the status/recognition/community thing. A video maker is perhaps eyeing a money-filled moonshot, but maybe principally imagining themselves in the other role in the parasocial link. (And in some circumstances, there is a social core with a parasocial outer layer)

    1. One such issue is the conception of history not as an academicor exclusive field of study (what Rosenstone famously terms “History witha capital H”3) but as “the past,” a more inclusive and inviting concept thatembraces all aspects of our history and implicitly refers to its relationshipto the present. Another important term is, of course, “playing,” whichhas largely been replaced in Game Studies with the more technical term“ludic.” That term, from the Latin ludus, has come to mean “play,” and wechoose to use it this way even though it also carries with it the implicationof spontaneous or aimless play that does not fit neatly with the notion ofplaying the “historical games” studies here. However, we use the term sinceit recognizes both the ludic nature of digital games—the sense that gamesare not designed as artifacts only to be looked at or understood narrativelylike films or television, but to be played, thus their ludic nature obliges us tounderstand them differently—but it also recognizes the importance of play asa human activity, which according to Huizinga, has the ability to “promote theformation of social groupings,”4 and which Suits, building on Caillois, suggestsas being “the voluntary effort to overcome unnecessary obstacles.”5 It is thisconception of play—and that built up in later studies of ludology—which is ofsignificance to our understanding of engagement with history.

      Definitions

    Annotators

    1. Right. So what do you see in a class, when this is working, when the students are reading and engaging before class. What registers for you as the instructor. What Viranga P.do you see? Changing. Well, kind of posing questions. During lecture, you get responses that say, oh, they understood the basics, right. If I ask a basic kind of question because it's a game of throw a question. See where they're at throw another question. Maybe that's a little bit more difficult seeing where they are and when they're reading. We're already a step ahead. Right. Clearly. And so then. What we can do is solve problems that are a little bit more difficult and get into the real world applications. Because now you know the basics. Now we'll talk about what's this mean. What is this for? Right. And. It's also the questions that come back right. Like during a lecture. The type of questions that a student is asking. Shows their understanding. Right. So sometimes that's an important thing. Your level of understanding. You can display that by the type of questions you're asking. If you have very high understanding the type of questions you're asking are very high level questions. If you don't know what is the moon made out of, you're going to ask, what is the moon made out of? Right. But the person who knows what the moon is made out of. That person is going to ask what type of minerals. Are the music made out of. How the density structure inside those are the questions that a person who knows something about it is going to ask. Right. So the types of questions are coming my way. Sometimes it trips me Jeremy D.up and go, Viranga P.oh, wait. That's a good question. I don't know the answer to that which is exactly. That's okay. Right. And so that's what I'm seeing with the readings. And so that's why. I want to keep doing that because. Even though they might start off very kind of hesitant. I don't want to read it's annoying. It's too long. I think at the end of the day, they're realizing it's good. It works for them. It's to their

      Improved performance/class discussion with Hypothesis.

    1. New to me form of censorship evasion: easter egg room in a mainstream online game that itself is not censored. Finnish news paper Helsingin Sanomat has been putting their reporting on the Russian war on Ukraine inside a level of online FPS game Counter Strike, translated into Russian. This as a way to circumvent Russian censorship that blocks Finnish media. It saw 2k downloads from unknown geographic origins, so the effect might be very limited.

    1. Chapter 25: How GPT-4 can code an entire game for you

      一位 Twitter 用户展示了如何使用 Chat GPT-4 和 @Replit,在不到 20 分钟内零基础编写了一个贪吃蛇游戏。他只需向 GPT-4 提出请求,获取游戏所需的 HTML、CSS 和 JavaScript 代码,然后将其粘贴到 @Replit 中运行即可。虽然游戏存在一些问题,但他只需向 GPT-4 提出修改请求,GPT-4 就能够快速响应并解决问题。作者认为,GPT-4 是一个不错的编程老师。 https://twitter.com/ammaar/status/1635754631228952576?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1635754631228952576%7Ctwgr%5Ef5c6d2f248973e51fc61a7995b55ae169800d1dc%7Ctwcon%5Es1_c10&ref_url=https%3A%2F%2Fbefitting-share-28e.notion.site%2FThe-Ultimate-GPT-4-Cheatsheet-f87942eb2c95458881d593dc2203aeb5

    2. Chapter 19: How to create a 3D game using GPT-4

      该文章介绍了一位 Twitter 用户 @javilopen 提出的使用 GPT-4 创建基本 3D 游戏原型的想法。他建议让 GPT-4 处理所有的数学计算、射线追踪和繁重的工作,创建一个类似于 Doom 的 3D 迷宫地图,但没有敌人或射击。他还提供了一些步骤和在线 HTML/Javascript 编辑器的链接,以帮助读者实现这个想法。 https://twitter.com/javilopen/status/1636085116400451584?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1636085116400451584%7Ctwgr%5E21ad34182282b4fe87da85a9af0c7e5345cf7715%7Ctwcon%5Es1_c10&ref_url=https%3A%2F%2Firis-brush-b04.notion.site%2FGPT-4-Master-Course-6d5eec61db4a4a51bed80ca5e274f1c2

    1. m game where attention is directed at young men and away from women of color. It also ignores how groups are defi ned in relationship to one another and the ways race, gender, sexuality, and class intersect to differentially infl uence experiences and life chance

      This is really interesting and sad because it shows how opportunities aren't fair how a persons race, gender and age can impact the opportunities they get in life.

    1. uslims strike too early, before they are ready to seize control over major chunks ofEurope. They overestimate their own power, and underestimate the strength that is stillleft in Europe. It will start, as these things always do, before anyone is ready. Everyone,the Islamists, the proto-dhimmis, the neo-nationalists, the sleepwalking middle class,thinks they have more time than they do. It may start more or less by accident, likeWWI, through the act of a fringe player unaware of the forces involved or the stakes ofthe game. Once a full-blown civil war starts in one country, it can, and probably will,spread to other countries. Given the European Union’s borderless nature, it is unlikelythat war will be limited to one nation only. This will create a domino effect, and Muslimswill be expelled from Europe yet again, after major bloodshed and millions of dead acrossthe continent. This will result in the collapse of the EU. The Arab world will support theMuslims and will prolong the war, but they won’t win it

      Evidence Reconquista

      • Cites this as something that could be directly mirrored in the modern age (strategy)
      • How to tie to masculinity? Rape of Europe?
    1. And that, of course is the real end game: growing more subscribers around the world as the number in the U.S. reaches what some are calling a saturation point.

      why glocalise for netflix

  6. www.londonstockexchange.com www.londonstockexchange.com
    1. I don't feel that minigolf is something that needs to exist as a publicly traded corporation. Because as the report states, it is a "traditional activity" that only needs some minimal equipment to function: a plot of land, a course, some clubs, and some balls. Once these have been secured, there is no room for meaningful growth. The only way that such a company can seek to increase its value is to bundle additional things that would be valuable by themselves along with the minigolf such as music, refreshments, coordination by staff, etc. and find the optimal combination of these to turn the minigolf into what they paternalisticly percieve the ideal 'day out' for the average customer would be. Only in this way can they expand on the value of a hundred year old game that has no -- and needs no -- real inherent growth potential. Since customers such as me are willing to create the surrounding 'experience' for themselves and are only looking for someone to provide them with a basic minigolf setup, the company's form as one that is publicly traded and hence pressured to keep somehow increasing its value is pointless.

    1. Fall Beans has a unique concept that sets it apart from other games. The game combines elements of platformers and battle royale games, making it a fresh and exciting gaming experience.

      Fall Beans offers fun and engaging gameplay that is easy to pick up and play. The game is fast-paced and action-packed, providing players with a Fun gaming experience.

      Play on the fun and enjoyment mode.

    1. Time Shooter 2 is an enjoyable first-person shooter in which time only moves when the player moves. Slow-motion combat forces the player to plan their movements.

      The game features impressive graphics and sound effects that enhance the overall gaming experience. The high-quality visuals and sound effects immerse players in the game, making it more enjoyable and entertaining.

      Let's play and have fun with the game in shooting mode.

    1. A meme is a piece of culture that might reproduce in an evolutionary fashion, like a hummable tune that someone hears and starts humming to themselves, perhaps changing it, and then others overhearing next. In this view, any piece of human culture can be considered a meme that is spreading (or failing to spread) according to evolutionary forces. So we can use an evolutionary perspective to consider the spread of: Technology (languages, weapons, medicine, writing, math, computers, etc.), religions philosophies political ideas (democracy, authoritarianism, etc.) art organizations etc.

      The definition that meme is given here makes me think of the telephone game, where through constant lines of thinking, the end product is an amalgamation of ideas. I think that with the way memes are used today, the definition still holds weight, as it is quite interesting to see how the word meme and the culture around it has evolved.

    1. This would be a perfect item for collectors.The Shell Game : Writers Play with Borrowed Forms, edited by Kim Adrian, Nebraska, 2018. ProQuest Ebook Central,http://ebookcentral.proquest.com/lib/nyulibrary-ebooks/detail.action?docID=5288449.Created from nyulibrary-ebooks on 2023-04-28 17:23:30.

      when i started annotating, i kept comparing this essay to that one we read in block 3 where i said it felt like the author was using her personal experiences as a tool or an object devoid from her identity as the author (i don't remember which, it was either the one by didion or "ecstasy")

    Annotators

    1. These language-model-powered sims had some key features, such as a long-term memory database they could read and write to, the ability to reflect on their experiences, planning what to do next, and interacting with other sim agents in the game

      Generative agents have a database for long term memory, and can do internal prompting/outputs

    2. Recently, people have taken this idea further and developed what are being called “generative agents”.Just over two weeks ago, this paper "Generative Agents: Interactive Simulacra of Human Behavior" came out outlining an experiment where they made a sim-like game (as in, The Sims) filled with little people, each controlled by a language-model agent.

      Generative agents are a sort of indefinite prompt chaining: an NPC or interactive thing can be LLM controlled. https://www.youtube.com/watch?v=Gz6mAX41fs0 shows this for Skyrim. Appleton mentions a paper https://arxiv.org/abs/2304.03442 which does it for simlike stuff. See Zotero copy Vgl [[Stealing Worlds by Karl Schroeder]] where NPC were a mix of such agents and real people taking on an NPC role.

    1. Monocular depth cue of interposition

      The Monocular depth cue of interposition is a depth cue that only needs one eye and it is when you judge distance based on if an object is blocking another one. While playing a video game Damian can look at his computer screen, and he can use the monocular depth cue of interposition to determine weather objects in this virtual world are far away or not. This can help him while playing videogames

    2. Algorithm

      While playing a complex game that requires skill to solve. Damian may employ the use of algorithms which are logical step by step procedures which are slow but always get the correct answer. To solve a problem at a given level in the game Damian may use an algorithm to help him

  7. Apr 2023
    1. I think what’s behind “write what you know” is emotion. Like, have you known happiness? Have you ever been truly sad? Have you ever longed for something? And that’s the point, if you’ve longed for an Atari 2600, as I did when I was twelve, all I wanted was that game console, if you have felt that deep longing, that can also be a deep longing for a lost love or for liberation of your country, or to reach Mars. That’s the idea: if you’ve known longing, then you can write longing. And that’s the knowing behind “write what you know.””

      Nathan Englander

    1. When creating computer programs, programmers can do things that aren’t possible with architecture (where Universal Design came out of), that is: programs can change how they work for each individual user. All people (including disabled people) have different abilities, and making a system that can modify how it runs to match the abilities a user has is called Ability based design. For example, a phone might detect that the user has gone from a dark to a light environment, and might automatically change the phone brightness or color scheme to be easier to read. Or a computer program might detect that a user’s hands tremble when they are trying to select something on the screen, and the computer might change the text size, or try to guess the intended selection.

      There are similar options in video games as well, such as a game called The last of us 2, a zombie survival game where the whole game can be played with sound only, where blind people can also play the game. In many type of games there is also a color blind mode, where you can change some colors in the game so that it is easier to see and read.

    1. Houston police said on Friday that the shooting occurred after some at the party played a “lucrative” dice game and an argument broke out.

      choice of words, attribution, "dice game" what kind of connotation does this have.... neg?

    1. We never really know when the world ends while it’s happening. The day after I made my first gmail account, I sent several emails about jobs, and then replied to the replies to those emails, and then I never used any other email address again. The version of myself that lived online had changed overnight from who I could pretend to be into who I already was. The unreal place where I had spent a decade inventing myself blinked out like a dead star and became part of everything else. Fantasy turned to fact, and a game of playing-pretend yielded to the reality of showing an ID card at the airport. My life went on like normal, with no seeming change or noticeable rupture, except that every single thing was different. The internet was finally merely the world: Treacherous, un-magical, and profoundly consequential, full of documentation and tax forms and marriages. The world online, the one that once skittered to the corners when the lights came on, had moved into the daylight; it had closed the door to the haunted house and walked out into the marketplace. Life online was real the way a body is real, not the way a conversation is real. The wilderness had become the town.

      And "the Internet" as a whole had seemed like one place...

    1. Quality is the essence of the output

      It takes one to recognize quality

      managers positions depends on them not understanding what you say

      the game is broken

    1. EZRA KLEIN: And something I think that gets to— because it would be easy, in a verycondescending way, to sit here and say, oh, those QAnon people got trapped in a bad game,not me. But to me what all of this cashes out into is that one of the difficult things aboutbeing alive during, as you put it, the great endarkenment, is we are all choosing whichexplanations to believe, built to some degree on structures of social trust, not a first personverification. We can’t verify a lot of what we believe we know about the world.

      The modern world offers us pre-established, standardized versions of complex values that we care about, such as education and truth. The allure of these simplified versions lies in the crisp, clear sense of objective success they provide. However, in outsourcing our process of value deliberation to external systems like Twitter and Facebook, we run the risk of sacrificing our autonomy and individuality. The social feedback loop on these platforms can create a game-like pleasure that is easily hijacked by sub-communities, leading to strange and dangerous outcomes, as evidenced by the rise of QAnon. We must be cautious in allowing external systems to dictate our values and stand firm in establishing our own sense of worth and purpose.

    1. Why do gamblers believe, despite all their previous losses, thatsuccess is just around the corner?

      norm macdonald joke on gambling:

      "Bettor: My god, I had a terrible day today. I lost 15 out of 15 in college football, I lost 8 out of 8 in baseball and I lost 6 out of 6 in soccer. I don’t know what I am going to do.

      Friend: Well there’s a hockey game on tonight.

      Bettor: I don’t know anything about hockey."

    1. The result is a different kind of documentary storytelling that is utterly participatory and unexpected, stretching beyond tropes and conventions; forgoing observation in favor of play and experimentation. And, as the filmmakers point out, it means we really get to see these characters for who they are. “There are many documentaries that use the characters to say something about the world,” Van Hemelryck says, painting a hypothetical picture: “a documentary about a war in this or that country; they follow a character, and somehow we don't feel like we really met the character. We don’t know much about them, but following them, we understand a reflection about the war or a specific theme. “Here we wanted to make the contrary, we wanted to really get to know them,” he explains. “In the beginning, it’s just a game—it’s imagination. But more and more, you get into the feeling that you’re connected to the girls, and you don’t care what’s true, what’s not true, what happened to Alis, what’s made up. You connect with the girls very emotionally.

      The directors explain what Alis is based on and why a participatory methodology was important from the very start of the film

    1. Few tastes are as American as hot dogs and soda pop, and they cannot be missed at a ball game. The smell of hot dogs carries through the park, down every aisle, and inside every concourse. They are always as unhealthy as possible, dripping in grease, while the buns are soft and always too small for the dog. The best way to wash down the Ball Park Frank is with a large soda pop, so I order both. Doing my best to balance the cold pop in one hand and the wrapped-up dog in the other, I find the nearest condiments stand to load up my hot dog. A dollop of bright green relish and chopped onions, along with two squirts of the ketchup and mustard complete the dog. As I continue the balancing act between the loaded hot dog and pop back to my seat,

      They talk about finding food, how the smell of hotdogs fills the air, and how it's a tradition to have a hotdog with a large pop at a ball game. It was a bit complicated to get back to the seat. (Ground Zero talks about finding food, but there was a smell of fish in the air, and the place is very common to get pastrami sandwiches by people who will never come back to the place where you can sit anywhere)

    1. Author Response

      Reviewer #1 (Public review):

      1.0) This paper investigates the metabolic basis of a node, posterior cingulate cortex (PCC), in the default node network (DMN). They employed sophisticated MRI-PET methods to measure both BOLD and CMRglc changes (both magnitude and dynamics) during attention-demanding and working memory tasks. They found uncoupling of BOLD and CMRglc in PCC with these different tasks. The implications of these findings are poorly interpreted, with a conclusion that is purely based on other work independent of this study. Various suggestions could allow them to place some speculations in line with a stronger interpretation of their results.

      This is one of several papers in recent years investigating the metabolic underpinnings of activated (or task-positive) and deactivated (or task-negative) cortical areas in the human brain. In this study, they used BOLD fMRI and glucose PET scan to examine the metabolic distinction of the default node network (DMN), which is known to be deactivated during attention-demanding tasks, with different types of cognitively demanding tasks. Unlike the BOLD response in posteromedial DMN which is consistently negative, they found that CMRglc of the posteromedial DMN (a task-negative network) is dependent on the metabolic demands of adjacent task-positive networks like the dorsal attention network (DAN) and frontoparietal network (FPN). With attention-demanding tasks (like Tetris) the BOLD and CMRglc are both downregulated in DMN (specifically the posterior cingulate cortex, PCC, a task-negative node of DMN), but working memory induces CMRglc increase in PCC and which is decoupled from the negative BOLD response in PCC.

      We thank the reviewer for the constructive feedback and the possibility to improve our manuscript. We agree that the interpretation of the results should be strengthened to provide a stronger focus on our data. Regarding the uncoupling of BOLD and CMRGlu during working memory, we acknowledge the need to further elaborate on this topic in our discussion. These suggestions and comments have been incorporated into the revised manuscript as outlined below.

      1.1) These complicated results are the main findings, and to provide a biological basis to these data they rather surprisingly, but without their own experimental evidence, conclude that the negative BOLD and negative CMRglc in PCC during attention-demanding tasks is due to decreased glutamate signaling (which was not measured in this study) and the negative BOLD and positive CMRglc in PCC during working memory is due to increased GABAergic activity (which was not measured in this study). It is rather surprising that without measurement, a conclusion is made which would at best be considered a hypothesis to be tested. Thus, independent of these hypothesized mechanisms, they need to summarize their results based on their own measurements in this study (see 3 for a hint).

      Thank you for bringing up this point and for the insightful suggestion concerning point 3. We have now explicitly stated that the interpretation regarding glutamate and GABAergic signaling is of speculative nature as theses were not measured in the current work, moreover, we have substantially reduced this section. As such, we agree with the reviewer that this represents an interesting hypothesis to be tested in future work. For further details please see response to comments 1.3 and 1.4.

      Discussion, page 16, line 341:

      On the neurotransmitter level, one of the current hypotheses regarding BOLD deactivations proposes that CMRO2 and CBF are affected by the balance of the excitatory and inhibitory neurotransmitters, specifically GABA and glutamate (Buzsáki et al., 2007; Lauritzen et al., 2012; Sten et al., 2017). In the PCC, glutamate release prevents negative BOLD responses (Hu et al., 2013), whereas a lower glutamate/GABA ratio is associated with greater deactivation (Gu et al., 2019). As glutamate elicits proportional glucose consumption (Lundgaard et al., 2015; Zimmer et al., 2017), decreases in glutamate signaling in the pmDMN could indeed explain both, the decreased BOLD response and decreased CMRGlu during the Tetris® task. Conversely, increased GABA supports a negative BOLD response in the PCC (Hu et al., 2013), as do working memory tasks (Koush et al., 2021) and pharmacological stimulation with GABAergic benzodiazepines (Walter et al., 2016). In consequence, the observed dissociation between BOLD changes and CMRGlu during working memory could indeed result from metabolically expensive (Harris et al., 2012) GABAergic suppression of the BOLD signal (Stiernman et al., 2021). However, we need to emphasize that glutamate and GABAergic signaling was not measured in the current study, thus, the above interpretations are of speculative nature. Nonetheless, future work may test this promising hypothesis, e.g., using pharmacological alteration of GABAergic and glutamatergic signaling or optogenetic approaches modulating GABAergic interneuron activity.

      Furthermore, to maintain a more concise discussion that is closer aligned with the measured results, we have removed the following paragraph:

      Discussion, page 15, line 309:

      The associations of these metabolic demands between the DMN and task-positive networks is also reflected in their distance along a connectivity gradient, which is hierarchically organized from unimodal sensory/motor to complex associative functions and the DMN being at the end of the processing stream (Margulies et al., 2016; Smallwood et al., 2021). A corresponding decrease in pmDMN glucose metabolism was observed for tasks that activate unimodal networks and the DAN, but not for the FPN. The inverse influence of attention and control networks on the pmDMN may therefore suggest that connectivity gradients are supported by the underlying energy metabolism.

      1.2) It is mentioned that the FDG-PET scans allow quantitative CMRglc, both in terms of units of glucose use but also with high time resolution. Based on the method described, it isn't clear how this is possible. Important details of either prior work or their own work have been excluded that show how the time course of CMRglc (regardless of whether it's absolute or relative) can be compared with the BOLD time course. Furthermore, it is extremely difficult to conceive that quantitative CMRglc can be estimated without additional measurements (e.g., blood samples, etc). Significant methodological details have to be provided, which even should make their way to results given the importance of their BOLD-CMRglc coupling and decoupling in the same region.

      We thank the reviewer for this important comment and apologize for the lack of clarity. We would like to emphasize that in the current work only spatial patterns of CMRGlu and BOLD signal changes were compared, but not the time course of these signals. The manuscript was edited throughout to clarify this point.

      Introduction, page 5, line 110:

      Studies using simultaneous fPET/fMRI have shown a strong spatial correspondence between the BOLD signal changes and glucose metabolism in several task-positive networks and across various tasks requiring different levels of cognitive engagement (Hahn et al., 2020, 2016; Jamadar et al., 2019; Rischka et al., 2018; Stiernman et al., 2021; Villien et al., 2014).

      Introduction, page 5, line 123

      Specifically, it is unknown whether the observed dissociation between patterns of metabolism and BOLD changes in the DMN generalizes for complex cognitive tasks, and whether this in turn depends on the brain networks supporting the task performance and their interaction with the DMN.

      Results, page 7, line 143:

      From this dataset (DS1) we evaluated the spatial overlap of negative task responses in the cerebral metabolic rate of glucose (CMRGlu quantified with the Patlak plot) and the BOLD signal specifically in the pmDMN. […] After that, the distinct spatial activation patterns across different tasks were used to quantitatively characterize the CMRGlu response of the pmDMN in DS1.

      The method of functional PET (fPET) imaging indeed enables the evaluation of changes in glucose metabolism with a relatively high temporal resolution. That is, a conventional bolus application and subsequent quantification yield a single CMRGlu image per scan of about 60 min (typical frame length ~1-5 min) or a single SUV image from a static scan. In contrast, the constant infusion employed in fPET allows to assess baseline metabolism and changes induced by different tasks in a single scan by using a frame length currently down to 6-30 s (Rischka et al., 2018), where the latter was also used in the current study. A general description of the fPET approach is now also included in the manuscript.

      Introduction, page 5, line 99:

      In this context, functional PET (fPET) imaging represents a promising approach to investigate the dynamics of brain metabolism. fPET refers to the assessment of stimulation-induced changes in physiological processes such as glucose metabolism (Villien et al., 2014; Hahn et al., 2016) and neurotransmitter synthesis (Hahn et al., 2021) in a single scan. The temporal resolution of this approach of 6-30 s (Rischka et al., 2018) is considerably higher than that of a conventional bolus administration. This is achieved through the constant infusion of the radioligand, thereby providing free radioligand throughout the scan that is available to bind according to the actual task demands. Here, the term “functional” is used in analogy to fMRI, where paradigms are often presented in repeated blocks of stimulation, which can subsequently be assessed by the general linear model.

      Regarding the absolute quantification of CMRGlu, arterial blood samples were obtained from all subjects of DS1. These were used for absolution quantification of CMRGlu with the Patlak plot. Full details were already provided in the methods section and are now also mentioned in the results.

      Results, page 7, line 140:

      Simultaneous fPET/fMRI data and arterial blood samples were acquired from 50 healthy participants during the performance of the video game Tetris®, a challenging cognitive task requiring rapid visuo spatial processing and motor coordination (Hahn et al., 2020; Klug et al., 2022). From this dataset (DS1) we evaluated the spatial overlap of negative task responses in the cerebral metabolic rate of glucose (CMRGlu quantified with the Patlak plot) and the BOLD signal specifically in the pmDMN.

      Methods, page 19, line 399:

      For glucose metabolism, these changes are absolutely quantified in μmol/100g/min with the arterial input function and the Patlak plot.

      Methods, blood sampling, page 24, line 536:

      Before the PET/MRI scan blood glucose levels were assessed as triplicate (Gluplasma). During the PET/MRI acquisitions manual arterial blood samples were drawn at 3, 4, 5, 14, 25, 36 and 47 min after the start of the radiotracer administration (Rischka et al., 2018). From these samples whole-blood and plasma activity were measured in a gamma counter (Wizard2, Perkin Elmer). The arterial input function was obtained by linear interpolation of the manual samples to match PET frames and multiplication with the average plasma-to-whole-blood ratio.

      Methods, cerebral metabolic rate of glucose metabolism, page 25, line 561:

      Quantification was carried out with the Patlak plot (t* fixed to 15 min) and the influx constant Ki was converted to CMRGlu as CMRGlu = Ki * Gluplasma / LC * 100 with LC being the lumped constant = 0.89 (Graham et al. 2002, Wienhard 2002).

      1.3) It is surmised that the glutamatergic/GABAergic involvement of these metabolic differences in PCC is from another study, but what mechanism causes the BOLD signal to decrease in both stimuli? This is where the authors have to divulge the biophysical basis of the BOLD response. At the most basic level, the BOLD signal change (dS) can be positive or negative depending on the degree of coupling with changed blood flow (dCBF) and oxidative metabolism (dCMRO2) from resting condition. Unfortunately, neither CBF nor CMRO2 was measured in this study. In the absence of these additional measurements, the authors should at least discuss the basis of the BOLD response with regard to CBF and CMRO2. If we assume that both attention-demanding and working memory tasks decreased BOLD response in PCC in the same way, we have identical dCBF/dCMRO2 in PCC with both tasks, i.e., their results seem to suggest an alteration in aerobic glycolysis with different tasks. With attention-demanding tasks, CMRglc decreases similarly to CMRO2 decreases in PCC, whereas with working memory tasks, CMRglc increases differently from CMRO2 decreases. This suggests PCC may the oxygen to glucose index (OGI=CMRO2/CMRglc) would rise in PCC attention-demanding tasks, but fall in PCC with working memory tasks. This is obviously an implication rather than a conclusion as CBF or CMRO2 were not measured.

      1.4) Given the missing attention that gives rise to the BOLD contrast mechanism, it is almost necessary to discuss the biophysical basis of BOLD contrast and specifically how metabolic changes have been linked to both increases and decreases in neuronal activity in the past. Although this type of work has largely been conducted in animal models, it seems that this topic needs to be discussed as well.

      We would like to thank the reviewer for sharing these insightful ideas and for bringing up these aspects that indeed appear to be essential for the manuscript. Since the points 1.3. and 1.4 complement each other, we have combined them and created a shared response. To fully address the points, the following paragraphs were added to the manuscript.

      Discussion, page 15, line 310:

      Metabolic and neurophysiological considerations effects

      The distinct relationships between BOLD and CMRGlu signals that emerge during specific tasks highlight the different physiological processes contributing to neuronal activation of cognitive processing (Goyal and Snyder, 2021; Singh, 2012). While CMRGlu measured by fPET provides an absolute indicator for glucose consumption, the BOLD signal reflects deoxyhemoglobin concentration, which depends on various factors, such as cerebral blood flow (CBF), cerebral blood volume (CBV) and the cerebral metabolic rate of oxygen (CMRO2) (Goense et al., 2016). In simple terms, the BOLD signal relates to the ratio of ∆CBF/∆CMRO2. Assuming that the observed BOLD decreases during Tetris® and WM emerge from the same mechanisms, this would result in a comparable ∆CBF/∆CMRO2 in the pmDMN for both tasks. Given that these types of tasks (external attention and cognitive control) elicit a reduction in CBF in the pmDMN (Shulman 97, Zou 2011), CMRO2 also decreases albeit to a lesser extent (Raichle 2001). Therefore, the respective metabolic processes can be described by their oxygen-to-glucose index (OGI), the ratio of CMRO2/CMRGlu. Accordingly, our results suggest two distinct pathways underlying BOLD deactivations in the pmDMN that differ regarding their OGI. During Tetris® there is a BOLD deactivation with a high OGI, resulting from a larger decrease in CMRGlu than CMRO2. This metabolically inactive state is in line with electrophysiological recordings in humans (Fox et al., 2018) and in non-human primates showing a decrease of neuronal activity in the pmDMN that covaries with the degree of exteroceptive vigilance (Shmuel et al., 2006; Bentley et al., 2016; Hayden et al., 2009). Therefore, we suggest that the negative BOLD response during external tasks reflects a reduction of neuronal activity and their respective metabolic demands. On the other hand, the relatively increased CMRGlu without the corresponding surge in CMRO2 hints at another kind of BOLD deactivation with a low OGI in the pmDMN during working memory, indicating energy supply by aerobic glycolysis (Vaishnavi et al., 2010; Blazey et al., 2019). Previous work in non-human primates has indeed suggested a differential coupling of neuronal activity to hemodynamic oxygen supply in this region (Bentley et al., 2016). Furthermore, tonic suppression of PCC neuronal spiking during task performance was punctuated by positive phasic responses (Hayden et al., 2009), which could indicate differences between both tasks also at the level of electrophysiologically measured activity.

      Reviewer #2 (Public Review):

      2.0) This paper provides an important and insightful investigation into patterns of activations that emerge in external task states. The authors use state-of-the-art methods and novel analytic approaches to establish that deactivations in the default mode network during external tasks are driven by activity in brain regions that are important in the current tasks (such as the visual or dorsal attention networks). It will be important in the future to understand whether this is a symmetrical phenomenon by studying this behaviour in states that maximize activity within the default mode network and also drive reductions in networks that are not relevant to these situations.

      We thank the reviewer for the encouraging feedback and the constructive comments on our manuscript. We particularly appreciate the interest in the research and the insightful suggestions for future work.

      Reviewer #3 (Public Review):

      3.0) The authors report a study where, using multiple datasets with [18F]FDG PET bolus + continuous infusion ("functional PET") and BOLD fMRI data, they re-evaluate the metabolic and hemodynamic properties of the default mode network (DMN) in a task-evoked context, with a focus on posteromedial DMN due to its relevance for across-network integration. They show how posterior DMN is differently engaged depending on the chosen task: while visual and motor tasks lead to BOLD deactivations and glucose metabolic decrease, specifically in the dorsal posterior cingulate cortex (PCC) area, working memory tasks produce BOLD deactivations but metabolic increases, specifically in ventral PCC, as shown in their previous paper (Stiernman et al. 2021, https://doi.org/10.1073/pnas.2021913118). This aims to solve the controversies elicited by findings of both increased and decreased glucose consumption in the presence of BOLD deactivation in the DMN.

      Additionally, they show how task-evoked glucose metabolism in posterior DMN seems to be shaped by that of the corresponding task-positive networks, with a positive link with dorsal attention and a negative link with frontoparietal network metabolism. This is explored using a type of directional connectivity analysis called "metabolic connectivity mapping", drawn from their previous work (Riedl et al. 2016, https://doi.org/10.1073/pnas.1513752113; Hahn et al. 2020, https://doi.org/10.7554/eLife.52443). They go on to speculate that concomitant BOLD deactivation and reductions in glucose expense might relate to decreased glutamatergic signaling, while BOLD deactivations accompanied by increased glucose consumption might depend on increased GABAergic neuronal activity.

      This is a relevant topic because it not only shows how the DMN is flexibly engaged in different tasks but also allows us to better understand the complex relationships between BOLD fMRI and [18F]FDG PET signals, which are still not fully characterized to this day. Of course, while in resting state the situation is further complicated by the more uncertain physiological meaning of the resting BOLD signal, task-evoked states are expected to provide a more interpretable intermodal link between metabolism and hemodynamics, due to the known major changes in blood flow, blood volume, and glucose metabolism - which underlie BOLD and [18F]FDG signal changes - in response to neural activation. However, even in task states, there is not always a strong association between the two responses, as previously shown by the authors themselves (Rischka et al. 2018, https://doi.org/10.1016/j.neuroimage.2018.06.079). This is something I think the authors should stress out a little more, as they have previously done (Rischka et al. 2018, https://doi.org/10.1016/j.neuroimage.2018.06.079), both in the introduction and in reference to Figure 1, which shows clear differences between BOLD and [18F]FDG activations/deactivations (e.g., widespread negative responses in the cerebellum for [18F]FDG).

      Overall, the analyses reported in the manuscript are simple and seem mostly sound, drawing from well-established methods in PET and fMRI activation studies, with additional approaches previously developed by some of the authors themselves (e.g., "metabolic connectivity mapping", Riedl et al. 2016, https://doi.org/10.1073/pnas.1513752113). Moreover, a clear strength of the paper is the high number of subjects, at least from a PET perspective, i.e., n = 50 for the Tetris task, plus group averages of previously published data for working memory (Stiernman et al. 2021, https://doi.org/10.1073/pnas.2021913118) and motor tasks (Hahn et al. 2018, https://doi.org/10.1007/s00429-017-1558-0).

      The conclusions are in line with the results, and, though a little speculative, are potentially relevant for further exploration aimed at characterizing the neurotransmitter pathways underlying positive and negative BOLD and [18F]FDG responses. Moreover, the language is sufficiently clear to allow a proper understanding of the aims and the results, as well as the details of the analyses. As a side note, the title should probably be adjusted to "Task-evoked metabolic demands of the posteromedial default mode network are shaped by dorsal attention and frontoparietal control networks", to emphasize that the findings do not necessarily generalize to the resting state.

      In conclusion, I am overall quite positive about this manuscript, which seems to nicely position itself within the existing literature, making some additional contributions.

      We thank the reviewer for the thorough evaluation and the positive feedback on our manuscript, we appreciate the constructive and insightful suggestions. We agree that the differential spatial patterns of activation between the BOLD signal and CMRGlu response require further attention. To address this point in more detail, we have added the following information to the manuscript.

      Introduction, page 5, line 110:

      Studies using simultaneous fPET/fMRI have shown a strong spatial correspondence between the BOLD signal changes and glucose metabolism in several task-positive networks and across various tasks requiring different levels of cognitive engagement (Hahn et al., 2020, 2016; Jamadar et al., 2019; Rischka et al., 2018; Stiernman et al., 2021; Villien et al., 2014). […]. However, also regional differences in activation patterns have been observed previously between these modalities in these and previous studies (Wehrl et al., 2013). Moreover, a dissociation between BOLD changes (negative) and glucose metabolism (positive) has recently been observed even in the same region of the DMN during working memory (Stiernman et al., 2021), namely the posteromedial default mode network (pmDMN).

      Results, caption Figure 1, page 8, line 173

      White clusters represent the intersection of significant CMRGlu and BOLD signal changes, irrespective of direction. Note, that also relevant differences between both imaging parameters can be observed, such as decreased CMRGlu in the cerebellum (in both datasets), without changes in the BOLD signal.

      We appreciate the reviewer’s proposal for the title as it raises awareness that the activation patterns reflect task-specific inference.

      Title:

      Task-evoked metabolic demands of the posteromedial default mode network are shaped by dorsal attention and frontoparietal control networks

      We have limited the discussion of underlying neurotransmitter effects and explicitly mention that these are of speculative nature. For manuscript adaptation on this point, we would like to refer to points 1.1, 1.3, 1.4 that address this topic as well.

  8. learn-us-east-1-prod-fleet01-xythos.content.blackboardcdn.com learn-us-east-1-prod-fleet01-xythos.content.blackboardcdn.com
    1. Woolner picked up hishand, and the bridge game went on.

      It is as if they know about the situation that will happen but it seems like they don't care too much about it.

    1. Tries to portray unity among the audience auditorily by mentioning the "Take Me Out to the Ball Game." Also visually by pointing out the nationalities of the crowd and tying it into unification.

      "The organ starts playing and everyone begins to sing 'Take Me Out to the Ball Game.' While singing the song, putting my arms around friends and family with me,"

      " I watch all the players taking the field. It is wonderful to see the overwhelming amount of players on one team from around the world: Japan, the Dominican Republic, the United States, Canada, and Venezuela."

      "I cannot help but feel a bit of national pride at this realization. Seeing the international representation on the field reminds me of the ways that Americans, though from many different backgrounds and places, still come together under common ideals. For these reasons and for the whole experience in general, going to a Major League Baseball game is the perfect way to glimpse a slice of Americana."

    2. Writer uses tase, touch and smell to bring the image of a hot dog to the minds of the reader.

      "Few tastes are as American as hot dogs and soda pop, and they cannot be missed at a ball game. The smell of hot dogs carries through the park, down every aisle, and inside every concourse"

      "They are always as unhealthy as possible, dripping in grease, while the buns are soft and always too small for the dog."

      "A dollop of bright green relish and chopped onions, along with two squirts of the ketchup and mustard complete the dog."

    1. In a way, it was this cruel pedagogy that paved the way for militantly unabashed double standards in the name of rights and equality, the glitchy reattachment of the signifier of the 2010s that said ‘No, anything does not go’: gender is performative, but my gender is essential; expression is free, but this expression is wrong – etc. A dangerous game that ushered in the notion of post-truth.

      oh so it was trans people whom we should blame for the degradation of shared reality? get a grip

    2. Where in Nabokov it is the perverted and punishable Humbert who is society’s mirror image and Lolita mere collateral damage, in the 00s we were all both Britney and her perpetrators: her father, her lawyers, Paris and Lindsey and Kevin and Justin and her two children she went to court to get back and whose pictures were sold to People Magazine for several million dollars. Ethically speaking, it was a zero-sum game in which everyone was a loser and a sell-out. And while this has not changed, back then no one would claim to have been either empowered or victimised by it. Rather, everyone involved – from the paparazzi to the lucky girl inside the SUV who cried cried cried – was just doing their job.

      loser and sell-out

  9. inst-fs-iad-prod.inscloudgate.net inst-fs-iad-prod.inscloudgate.net
    1. Another reported, "Almost every day on Call of Duty: Black Ops [a video game involving other online players] I see Confederate flags, swastikas and black people hang-ing from trees in emblems and they say racist things about me and my teammates." Another game-related incident was this one: "Me and my friends were playing Xbox and some kid joined the Xbox Live party we were in and made a lot of racist jokes I found offensive."27

      The racist and offensive imagery in in-game emblems was something that I saw quite a lot on Call of Duty lobbies when I was younger, and it was quite a common occurrence. There seems to have been a toxic subculture in gaming revolving around edgy and dark humor that often is just an excuse to spew racist statements. Even if people believe that they are doing it "just for a bit" or "as a joke" that does not mean that it is nullified of its impact on others. While not as prevalent today, at least from my experience, I know it still exists and it's honestly sad.

    2. Increasingly, online racial discrimination is impacting adolescents of color.

      This reminds me of a real event that happened to me some time ago. When I was playing a game on the computer, someone abused me, and the content of the abuse made me feel strange as a foreigner. They call each other the n word. In retrospect, it's clear that this was a stereotype that led to discrimination against people of color.

    3. "Oh you sound White, you think you're White," they said. And the idea of sounding White was just so absurd to me .... So ninth grade was sort of traumatic in that I started listening to rap music, which I really just don't like.

      I can recall several occasions where I was on a voice call with a stranger for a video game, and they asked if I was White because I sounded White, or Black because I sounded Black. I questioned why they thought that and they simply replied that I just gave that impression. When I was in middle school, there was a phase where I forced myself to sort of enculturate, in a sense, with my friends by listening to rap and pop music, because I had a fear of not knowing the lyrics when the song came on the radio or not being up-to-date with the trends.

    1. Students can work at their own pace

      This is a huge positive but teachers need to also be aware of how students often misuse their devices in class. All throughout middle and high school, I watched students around me (and even myself sometimes) play games on our tablets and computers during class time. A few times I even saw someone watching a sports game on mute!

    1. shoring up a sense of cultural continuity in a period of rapid change

      okay, I think I understand the difference between family style restaurants and Old Shanghai theme restaurants.

      While this is not familiar, this reminds me of how when there was a period of rapid change with the spread and increased transmission of COVID that my family ate meals together and sometimes played board game, and these meals kept us grounded and connected to our collective values as the world around us was changing.

    1. One set of the early Internet-based video games were Multi-User Dungeons (MUDs), where you were given a text description of where you were and could say where to go (North, South, East, West) and text would tell you where you were next. In these games, you would come across other players and could type messages or commands to attack them. These were the precursors to more modern Massively multiplayer online role-playing games (MMORPGS). In these MUDs, players developed activities that we now consider trolling, such as “Griefing” where one player intentionally causes another player “grief” or distress (such as a powerful player finding a weak player and repeatedly killing the weak player the instant they respawn), and “Flaming” where a player intentionally starts a hostile or offensive conversation.

      While these behaviors may have started out as harmless pranks or jokes, they can quickly escalate into more serious forms of harassment and even lead to real-world consequences. It's important for game developers and online communities to take steps to discourage and penalize these types of behaviors in order to create a safe and welcoming environment for all players.

    1. Then, once they became what he terms pathological gamers, their grades were more likely to drop, and their relationships with their parents deteriorated.

      This is because they are fixated on their games. Their mind only thinks about gaming. People and reality don't matter when in a game you can do whatever you want.

    2. Rather, he says, in young people a range of mental health problems and what he calls “pathological gaming” may develop in tandem, much as illnesses like the flu and pneumonia can set off one another and lead to new problems.

      The causal relationship between depression and pathological gaming goes both ways. Children with depression can easily fall into video game addiction and children with pathological gaming habits can develop depression. It is not always one-directional

    1. Unfortunately, many tools are not robust. For example, you might findthe perfect app for your students only to discover it works solely oniPads, and your students have Chromebooks. Or, you may come acrossan excellent Flash-based math game, but it cannot be accessed oniPhones or iPads without paying for a Flash-based browser like Puffin.Or, you might find a captivating geography app, but it isn't compatible

      I've had a bad experience with learning tools that are not robust myself. My two sons are tasked with iReady math work from school and we only had Android tablets at home so they had to share my desktop computer which was not ideal. I eventually had to get them an iPad so they could access the app to complete their assignments.

      As far as my students, I found that while most have their student laptops, those who lose them or whatnot and resort to their cellphones to try to be productive lose access to many of the apps which require their Clever accounts or the single sign-on in via school email. Going of what I learned about in the previous chapter, that also opens up more severe privacy concerns.

    1. this architectural apparatus should be a machine for creating and sustaining a power relation independent of the person who exercises it

      This seems like a good objective way to carry out the law IN THEORY, but who created the law? The law could be innately unfair because of predisposed bias. I had a similar construction in my video game where the society was run by this objective puppet that the creator (A god) left behind; good in theory but always constant and cannot change with the times.

    1. Limitations, in other words, means low cost. Trending of creating console games with higherquality is impractical for mobile games. Massive development and design of uncountable mobilegames become more popular since one viral game can fulfill all the cost.

      doesn't make sense

      no citations or sources or examples of "viral game"

    2. 3Fast increasement in mobile game market reveals superior monetization of mobilegames and announces new era of game industry changed by mobile games.

      Grammer issues lacks articles e.g the/a fast increase(could also change to growth) in THE mobile game market... A new era IN THE gameS industry

    Annotators

    1. they offer methods of defamiliarization, allowing players to Become-Earth/Animal/Imperceptible. In effect, for the creative aspect of this project, I offer a self-reflection on the various elements—whether it be the plot, the avatars, the gameplay, or the console features

      For me, the strong point of your project is its originality. I liked how you linked video games to posthumanism. Moreover, the games you selected are very relevant and fit your project perfectly. Also, I liked how you linked theory to video games especially with the idea of becoming- as when you play a video game, and you take the position of the character you are playing, and, therefore, his subjectivity, then becoming- something new. It really challenges the the ideas of player only playing other human character, not only the video games can be posthuman but the player too.

    1. White players in National Basketball Association games received fewer fouls when more of the referees present in the game were White, and Black players received fewer fouls when more of the referees present in the game where Black. The implication is—whether they know it or not—the referees were discriminating on the basis of race.

      This is an interesting take because you can definitely tell by watching some NBA games whether or not fouls are justified or not. Players will make comments or suggestions to the association but always get fined if they speak freely it seems like.

    2. White players in National Basketball Association games received fewer fouls when more of the referees present in the game were White, and Black players received fewer fouls when more of the referees present in the game where Black. The implication is—whether they know it or not—the referees were discriminating on the basis of race.

      I did a whole study case on discrimination in the NBA, and It was very interesting for me to find this type of information when researching.

    1. With MagiQuest, the interactive game is the core offering. You buy your interactive device – an infrared light-emitting collectable wand – and your game sessions

      confirm with MagiQuest is also similar to Universal’s Wizarding World of Harry Potter, where you can buy an interactive wand and have interactions with “spell” locations throughout the environment.

    1. Good writing should be governed by the rule that a man can think only one thing clearly at a time; and, therefore, that he should not be expected to think two or even more things in one and the same moment. But this is what is done when a writer breaks up his principal sentence into little pieces, for the purpose of pushing into the gaps thus made two or three other thoughts by way of parenthesis; thereby unnecessarily and wantonly confusing the reader. And here it is again my own countrymen who are chiefly in fault. That German lends itself to this way of writing, makes the thing possible, but does not justify it. No prose reads more easily or pleasantly than French, because, as a rule, it is free from the error in question. The Frenchman strings his thoughts together, as far as he can, in the most logical and natural order, and so lays them before his reader one after the other for convenient deliberation, so that every one of them may receive undivided attention. The German, on the other hand, weaves them together into a sentence which he twists and crosses, and crosses and twists again; because he wants to say six things all at once, instead of advancing them one by one. His aim should be to attract and hold the reader’s attention; but, above and beyond neglect of this aim, he demands from the reader that he shall set the above mentioned rule at defiance, and think three or four different thoughts at one and the same time; or since that is impossible, that his thoughts shall succeed each other as quickly as the vibrations of a cord. In this way an author lays the foundation of his stile empesé, which is then carried to perfection by the use of high-flown, pompous expressions to communicate the simplest things, and other artifices of the same kind. In those long sentences rich in involved parenthesis, like a box of boxes one within another, and padded out like roast geese stuffed with apples, it is really the memory that is chiefly taxed; while it is the understanding and the judgment which should be called into play, instead of having their activity thereby actually hindered and weakened.7 This kind of sentence furnishes the reader with mere half-phrases, which he is then called upon to collect carefully and store up in his memory, as though they were the pieces of a torn letter, afterwards to be completed and made sense of by the other halves to which they respectively belong. He is expected to go on reading for a little without exercising any thought, nay, exerting only his memory, in the hope that, when he comes to the end of the sentence, he may see its meaning and so receive something to think about; and he is thus given a great deal to learn by heart before obtaining anything to understand. This is manifestly wrong and an abuse of the reader’s patience. The ordinary writer has an unmistakable preference for this style, because it causes the reader to spend time and trouble in understanding that which he would have understood in a moment without it; and this makes it look as though the writer had more depth and intelligence than the reader. This is, indeed, one of those artifices referred to above, by means of which mediocre authors unconsciously, and as it were by instinct, strive to conceal their poverty of thought and give an appearance of the opposite. Their ingenuity in this respect is really astounding. It is manifestly against all sound reason to put one thought obliquely on top of another, as though both together formed a wooden cross. But this is what is done where a writer interrupts what he has begun to say, for the purpose of inserting some quite alien matter; thus depositing with the reader a meaningless half-sentence, and bidding him keep it until the completion comes. It is much as though a man were to treat his guests by handing them an empty plate, in the hope of something appearing upon it. And commas used for a similar purpose belong to the same family as notes at the foot of the page and parenthesis in the middle of the text; nay, all three differ only in degree. If Demosthenes and Cicero occasionally inserted words by ways of parenthesis, they would have done better to have refrained. But this style of writing becomes the height of absurdity when the parenthesis are not even fitted into the frame of the sentence, but wedged in so as directly to shatter it. If, for instance, it is an impertinent thing to interrupt another person when he is speaking, it is no less impertinent to interrupt oneself. But all bad, careless, and hasty authors, who scribble with the bread actually before their eyes, use this style of writing six times on a page, and rejoice in it. It consists in — it is advisable to give rule and example together, wherever it is possible — breaking up one phrase in order to glue in another. Nor is it merely out of laziness that they write thus. They do it out of stupidity; they think there is a charming légèreté about it; that it gives life to what they say. No doubt there are a few rare cases where such a form of sentence may be pardonable. Few write in the way in which an architect builds; who, before he sets to work, sketches out his plan, and thinks it over down to its smallest details. Nay, most people write only as though they were playing dominoes; and, as in this game, the pieces are arranged half by design, half by chance, so it is with the sequence and connection of their sentences. They only have an idea of what the general shape of their work will be, and of the aim they set before themselves. Many are ignorant even of this, and write as the coral-insects build; period joins to period, and the Lord only knows what the author means.

      on interrupting

    1. For example, if you are creating an environment with the theme of “adventure”, what elements would you add to the space to give the audience the overarching experience of adventure? You can see how understanding the theme can affect choices like materials, lighting, props and scenery.

      This CONFIRMS what I know about creating video game levels, too. They have an entire field called "environmental storytelling" in game narrative design that is all about making sure the way you interact with the level matches with the themes of the game.

    1. A willingness to find meaning in collective patterns may be especially necessary for disciplines that study the past. But this flexibility is not limited to scholars. The writers and artists who borrow language models for creative work likewise appreciate that their instructions to the model acquire meaning from a training corpus. The phrase “Unreal Engine,” for instance, encourages CLIP to select pictures with a consistent, cartoonified style. But this has nothing to do with the dictionary definition of “unreal.” It’s just a helpful side-effect of the fact that many pictures are captioned with the name of the game engine that produced them.

      I think this answers question 2 being "how does the writer establish their credibility" because in the begenining the author explains that the writer and artists borrow knowledge and at the end of the paragraph, it relays a link towards another source for credibility!

    1. Miami Heat – Atlanta Hawks play-in game that is taking place on this Tuesday, April 11, and will take place at the Celtics’ home court of TD Garden at 3:30 p.m. ET on Saturday, April 15.

      I am a very big Celtics fan and I am hoping that we play the Hawks because they are far worse than the Heat. This article starts off by just reporting when, where, and who they will play.

    1. This won't work if your archive is "too big". This varies by browser, but if your zip file is over 2GB it might not work. If you are having trouble with this (it gets stuck on the "starting..." message), you could consider: unzipping locally, moving the /data/tweets_media directory somewhere else, rezipping (making sure that /data directory is on the zip root), putting the new, smaller zip into this thing, getting the resulting zip, and then re-adding the /data/tweets_media directory (it needs to live at "[username]/tweets_media" in the resulting archive). Unfortunately, this will include media for your retweets (but nothing private) so it'll take up a ton of disk space. I am sorry this isn't easier, it's a browser limitation on file sizes.

      Contra [1], the ZIP format was brilliantly designed and natively supports a solution to this; ZIP was conceived with the goal of operating under the constraint that an archive might need to span multiple volumes. So just use that.

      1. https://games.greggman.com/game/zip-rant/
    1. Fun Brain,

      This is a great site! This has resources for all subject areas and all grade levels. This is helpful to give students age appropriate lessons that incorporate technology in a fun, engaging way! The Cake Monster game is a quick, easy game to teach students about number line. This would be a great way for students to each get a turn to come up to the smart board. As students come up and take their turn, it can serve as a formative assessment.

    1. Tools for "experts"

      You might want to emphasize that any tool where failures are tolerable is game for these things. (Of course, you know my framework.) So, providing high quality, but imperfect, input to experts is a likely place. Experts, in theory, can check the quality and fix the modest number of hallucinations, etc.

      I think this framing is slightly more general than yours... But, you have it essentially as right.

    1. Amazon’s internal documents said that Diapers.com “keep[s] the pressure on pricingon us” and provided extremely high customer service levels, which—prior to the merger—had forcedAmazon to up its game

      By acquiring other companies, no longer needed to match services offered by other companies (e.g., great customer service)

    1. everything is reliant upon something else for survival. Humans need food, air, and water to sustain our bodies, and trees need carbon dioxide and sunlight to thrive. Everything needs something else, often a complex array of other things, to survive.

      This makes me think about the importance of bringing systems-based thinking to social and environmental science classes especially. I wonder what research has been done into this. History and social science teachers are especially prone to teaching students to think in a linear way: first this happened, and then that was the result. AP curricula try to move beyond this, but the application is uneven at best. Part of the problem is that the College Board talks a good game about teaching history and social science students that "it's complicated," but then expects them to take a standardized test at the end of the course that, for the most part, still prioritizes memorization. The redesigns of the AP exams for these classes in recent years have led to questions that are more about the application of source-interpretation and data interpretation skills and the use of evidence to support an argument, but students can still simply regurgitate information and do well. I wonder how feasible it would be to move toward portfolio-based assessment for these courses. I think that's happening in AP Seminar and AP Research, but I could be wrong.

    1. At a recent seminar on video games at UC Irvine, Constance Steinkuehler, a professor of informatics at the school and president of the Higher Education Video Game Alliance, emphasized that most researchers embrace the idea that “play is good.”

      Many people argue that video games can be good for kids.

    1. If you want to support reading from the front it seems required to state that the self extracting portion can't appear to have any records.

      Well, since you don't want to support it, then you aren't required to do that. (And good thing, because that would limit the format severely.)

    2. Does it mean the first time you see that scanning from the back you don't try to find a second match?

      It means you don't need to! (And why would you try? You have already found one, and you know there is only one, so to try to find more is to try to do something that you know is impossible.)

    3. But what does that mean?

      It means if you have a ZIP file (something that you know is a valid ZIP file) and you have found more than one end of central directory record, then there's something wrong with the method you used to find them (because there can by definition be only one).

    4. that contradicts 4.1.9 that says zip files maybe be streamed

      I don't take the spec to mean that you can reliably stream any arbitrary ZIP bytestream. If you are the producer and the consumer, though, then you can bend the format to your will to enable streaming.

      See Firefox's JAR handling for an example.

    1. James, considered among the greatest basketball players in the history of the game and perhaps the world’s most prominent athlete, has over the course of his career become progressively more politically active

      I just wonder why he has but I could say there are other athletes that are more politically active

    1. There are multiple visualization types for different scoring systems. Each one delivers a beauty and energy that better reflects the action of a game than a traditional box score — and displays information to help you understand the flow of the contest.

      Games are a good way to get peoples eyes.

    1. verb hey that's what I heard right yeah so what could you guys add to make this a complete sentence trees are everywhere okay yeah that's awesome okay let's move on to the next

      I think setting the expectation beforehand that they have to be participating even if they're not the ones at the board would be super helpful. Letting them know before the game begins that they have to be able to help teammates and answer questions even when it's not their turn can sometimes help with classroom management, rather than trying to wrangle them back in later.

    2. Green based on the Fly Slaughter band since you guys don't want to pick um names that's okay um okay okay um so yeah so basically you're gonna like

      love the fly swatter game!! so fun and competitive!

    3. connected correctly run-ons okay so you all seem to know what those are because you've been talking about them don't stop so we're just going to go over really quick how do you fix a run-on okay so around

      I like that you're making them identify it before the game! This quick review is really helpful in making them feel confident but they still have to know the information on their own to be successful in the game.

    1. If there’s a force that’s driving us toward greater complexity, there seems to be an opposing force, a force of destruction that uses competition for ill. The way I see it, Moloch is the god of unhealthy competition, of negative sum games.

      Quotation - If there's a force that's driving us toward greater complexity - there seems to be an opposing force, - a force of destruction that uses competition for ill. - The way I see it, - Moloch is the god of unhealthy competition, of negative sum games

    1. The beginning of a novel is, variously, a social contract negotiation, an invitation to a dance, a list of rules of the game, and a fairly complex seduction.

      This metaphor suggests that the beginning of a novel: 1. Sets the stage for the reader's expectations and the author's responsibilities 2. Should be alluring and captivating to make the reader want to keep reading 3. Should be clear and concise to avoid confusion or misunderstanding. 4. Should be seductive and irresistible to make the reader want to keep reading.

    1. Tech Support / Help Availability. When technical problems or lack of user know-how impairs the function of a tool, users must know where to turn for help. Timely support helps instructors feel comfortable and competent with e-learning tools and helps students self-regulate their learning.5 While such support can come from a variety of sources—including peers, experts, IT staff, and help documentation—we believe that the optimal support is localized, up-to-date, responsive to users' needs, and timely. Such support is often best provided either through campus-based technical support or through robust support from the platform itself.

      Technical issues or lack of user knowledge can quickly hinder the learning process, which is why it is imperative to have adequate support. Providing localized, up-to-date, and responsive help is a game changer for both instructors and students. Instructors feel more comfortable and empowered to use e-learning tools when they know they can ask someone for help. Meanwhile, students can self-regulate their learning more effectively when they have access to timely support. Regardless of the source, however, it is critical that the support is up-to-date and tailored to the needs of the user. This ensures that learners and instructors have the help they need when they need it, which can help them stay engaged and motivated in the learning process.

    1. P R E PA R I N G M AT E R I A L SThroughout the year, you will need classroom economy materials, such as money and bankingpaperwork, for the students. You can download the materials or order printed copies at nocharge. Gathering and preparing materials will take approximately 2 to 3 hours.In addition to the materials we provide, you may wish to purchase or gather the following items:S U P P L I E SNo. 10 business envelopes in which students 1 per student plus a few extracan conveniently store their cash. for BankersPortfolio folders with clasps where students can 1 per studentstore their bank logs and other materials.Cash drawer or box to store excess cash. 1 per classYou might create one from a shoe box or use anitem from an old board game, such as Monopoly.Popsicle sticks or paint stirrers for 1 per studentauction paddles.Sticky notes for convenience during auctions. 1 slip per student per auctionA clipboard to hold the offense log in 1 per classwhich you keep track of fines.Items for students to purchase at auctions, 3–7 per auctionsuch as toys, baked goods, or gift certificates.Student foldersPut the following items in each student’s folder:I T E M Q U A N T I T YJob application

      bank log and job applications would be a super valuable skill for kids to learn.

    Annotators

    1. 在20世纪60年代,巴克明斯特-富勒(Buckminster Fuller)提出了一个 "great logistics game "和 "世界和平游戏"(后来简称为 "世界游戏"),旨在成为一种工具,以促进全面的、预见性的、设计科学的方法来解决世界的问题。标题中使用的 "世界"(world)显然是指富勒的全球视角和他的论点,即我们现在需要一种将世界作为一个整体来处理的系统方法,而不是用他所说的 "以局部为重点的胡思乱想 "的方式来解决我们的问题。现在整个世界是相关的分析单位,而不是城市、州或国家。出于这个原因,世界游戏编程一般使用富勒的Dymaxion地图来绘制资源、趋势和游戏所需的场景。用富勒的话说,我们是在 "地球号"上,200个民族国家的上将都试图把飞船引向不同的方向,这种不合逻辑的比喻很清楚--富勒对民族国家作为世界全球新陈代谢中的 "blood clots"所作的更严厉的评价也是如此。

      在标题中使用 "游戏 "一词的逻辑更具有启发性。它说明了富勒对治理和社会问题解决的方法。显然是作为一个非常严肃的工具,富勒选择把他的愿景称为 "游戏",因为他希望它被看作是每个人都能接触到的东西,而不仅仅是权力结构中那些自以为是的少数精英。在这个意义上,它是富勒更深刻的颠覆性愿景之一。富勒想要一个人人都能使用的工具,它的发现将通过自由媒体广泛传播给大众,并通过这种公众审查和接受社会问题解决方案的地面井,最终迫使政治进程朝着那些玩民主开放世界游戏的人的价值观、想象力和解决问题的技能所决定的方向发展。这是一种对政治进程的看法,如果他们只看到富勒提出他的想法时(20世纪60年代)的世界--除去个人电脑和互联网,他们可能会觉得天真。

      竞争的场地并没有被拉平或扩大,而是通过一个将托马斯-杰斐逊带入20世纪的过程,将好孩子的政治过程颠覆掉了。为了拥有这种力量,游戏需要拥有那种能赋予权力的信息和操纵这种信息的工具。它需要一个全面的数据库,为世界游戏的玩家提供比他们的政治选举或任命同行更好的数据。他们需要一个世界重要统计数据的清单--一切都在哪里,数量和质量如何,从矿物到制成品和服务,到人类和他们未满足的需求以及能力。他们还需要一个监测世界现状的信息源,将重要的新闻带入"游戏室"(game room)现场。当富勒开始谈论世界游戏的时候,这些都不存在。然后,在进入21世纪的路上发生了一些有趣的事情: 有线电视新闻网、个人电脑、光盘、互联网和全球网络、个人电脑上的超级计算机能力以及关于世界、其资源、问题和潜在解决方案的大量数据开始浮出水面,改变了世界和我们沟通、做生意、研究和治理的方式。富勒设想的世界游戏是一个个人或团队前来竞争或合作的地方,以便:

      "在最短的时间内,通过自发的合作,使世界为100%的人类服务,而不会对生态环境造成破坏,也不会对任何人造成不利。"

  10. Mar 2023
    1. Over time the Mongol empire began to lose power and status among the invaded countries. The split weakened the Mongol empire and made it more vulnerable to people that wanted to restore power to their countries’ governments.

      I find this idea to be interesting as this idea permeates even today, or could be used as a framework for the rise and falls of other countries. To me this idea brings out the essential question, "What leads a country to become powerful?" or on the other hand, "What leads a country to fall?" As historians, it is often easy to see the trends that could have led to a revolution, or an overthrowing or some sort of trend because it's like being in a game show and the answer is only obvious once it is said out loud by the person asking the questions the answer has already been written. These ideas would be useful to consider in the present, as there are leaders all throughout the world and these ideas are still important today as it would be useful to understand how these tides change.

    1. By means whereof the honest widows may without danger play at the close buttock game with might and main, and as hard as they can, for the space of the first two months after the decease of their husbands. I pray you, my good lusty springal lads, if you find any of these females, that are worth the pains of untying the codpiece-point, get up, ride upon them, and bring them to me; for, if they happen within the third month to conceive, the child should be heir to the deceased, if, before he died, he had no other children, and the mother shall pass for an honest woman.

      The author, François Rabelais, is known for his indecent jokes and comments in his work; some involving sexism. This quote highlights his attitude towards widowed women and the belief that their child needs to be the "heir" to the deceased husband so they can be considered an "honest woman". Rabelais assumes that women will do whatever is necessary for their husbands because they seek their approval. During the Renaissance, they were only useful for child-bearing or sex, so they are mostly non-existent in the plot. If their is a female character, such as Gargantua’s mother, Gargamelle, they eventually disappear without a mention. The story mostly does not "incorporate women into a[ny] dialogue", which creates an absence of them in a masculinized environment that only uses them when needed.

      Citation:

      Berrong, Richard M. “Finding Antifeminism in Rabelais; Or, a Response to Wayne Booth’s Call for an Ethical Criticism.” Critical Inquiry, vol. 11, no. 4, 1985, pp. 687–96. JSTOR, http://www.jstor.org/stable/1343425. Accessed 31 Mar. 2023.

    1. The experimental task was to toss a tennis ball into a bucket that wasplaced 3 meters away. Participants were informed that they had 10 chances.A successful shot meant that the tennis ball entered the bucket and stayedthere. The task was chosen because it was simple to explain and implement,and no gender differences in ability were expected (as was found in a pilotexperiment and reinforced in the results discussed below). Furthermore, weare aware of no other popular task in these societies that is similar to the ballgames that we implemented.

      the game we did in class

    Annotators

    1. Beauty has always been exclusive. When someone strikes you as pretty, it means they are something that everyone else is not. Oversize lips depend on undersize ones. Thick hair exists only in reference-distance of thin. It’s a zero-sum game, as relative as our morals. Naturally, we hoard of beauty what we can. It’s why we call grooming tips “secrets.”

      part of beaty / glamour is uniqueness, difference, exclusivity

    1. RESULTS

      Results:

      Homicide - Data available for 73 nations - Neither video game consumption nor firearm ownership predicted homicide - Homicide was skewed (it wasn't super common of an event) - GINI index (income inequality) remined the most significant indicator of homicide - Video games negatively correlated w/ homicide

      Suicide - HCI was the biggest predictor - GINI index and gun ownership did not predict suicide

    2. METHODS

      Methods: - Data collected in 2017 via public records - Variables: homicide, suicide, video game consumption (sales of games per capita), GINI index wealth dispersion aka income inequality), HCI (social mobility potential), firearm ownership (number per country) - SPSS for statistical analysis: had two DVs [criterion] predicts homicide, predicts suicide

    3. Guns and violence

      Introduction: - Accessibility to guns, influence of video games, economic status, and exposure to violence- which one(s) most linked to crime

      Conflicting results in previous literature - First person shooters play a big role? Making people desensitized - Guns- do they increase or decreases crimes? their position is that they increase homicide but decrease lesser crimes, trading one evil for another. - Exposure to violence/crime predicts adult gun ownership - Individually, being aggressive predicts interest in violent video games - In populations- lower violence w/ video game use (weak causal link between the two. - Poverty does seem to predict homicide (violent crime) - thought to be meditated by social isolation & other feelings of desperation associated w/ poverty - Poverty predicts depression & PTSD

      No real hypothesis

    1. The escalation from gays to Nazis to Satan follows a kind of video game logic: keeping the players engaged means finding ever-bigger bosses for them to fight

      Russia is using anti-Satanist thought as a rhetorical ploy but what purpose would this ploy serve?

    Tags

    Annotators

    1. TikTok entering the field

      From my personal experience, the addition of TikTok has completely changed the game when it comes to gaining news through media. After doing a short amount of research, a viewer will find that there are algorithms which have been created by TikTok. It has been proven these algorithms change the user's experience by controlling what they see based off many different factors. The same goes for when a new news piece comes out, for it is not for sure the user will even see the videos of those TikTokers they follow. The platform also can easily spread misinformation based off a single video due to the information not being real going viral.

    1. By Nick Chandi

      Entrepreneur who has relations with Amazon, been in the game for a long time. He helps other entrepreneurs get cash flow in their businesses.

    1. In 2020, Dyer and others at Google Research predicted that LLMs would have transformative effects — but what those effects would be remained an open question. So they asked the research community to provide examples of difficult and diverse tasks to chart the outer limits of what an LLM could do. This effort was called the Beyond the Imitation Game Benchmark (BIG-bench) project, riffing on the name of Alan Turing’s “imitation game,” a test for whether a computer could respond to questions in a convincingly human way. (This would later become known as the Turing test.) The group was especially interested in examples where LLMs suddenly attained new abilities that had been completely absent before.

      Origins of "BIG-bench"

      AI researchers were asked to create a catalog of tasks that would challenge LLMs. This benchmark is used to assess the effectiveness of model changes and scaling up of the number of parameters.

    1. Historically, the stablest sovereigns both trade and save in an exogenous currency, such as gold or Beanie Babies. A sovereign company whose people must save in its own sovereign equity is weird; one which buys imports in its sovereign equity is weirder. The former is as if Microsoft made an online game whose currency was MSFT stock. The latter is as if Microsoft bartered MSFT stock for office chairs.

      Heuristic

    1. Grown-ups love figures. When you tell them that you have made a new friend, they never ask you any questions about essential matters. They never say to you, “What does his voice sound like? What game does he love best? Does he collect butterflies?” Instead, they demand: “How old is he? How many brothers has he? How much does he weigh? How much money does his father make?” Only from these figures do they think they have learned anything about him. (de Saint-Exupéry, 1943, p. 17-18)

      This is one of my absolute favorite books and just read this to my kids this week! Even my kids understood what the Little Prince was explaining. In the grand scheme of things, it doesn't matter how much money someone has, the more important question is what type of person are they? What a wonderful example and connection!

  11. openwa.pressbooks.pub openwa.pressbooks.pub
    1. And I can see you years from now in a bar Talking over a football game With that same big, loud opinion But nobody’s listening Washed up and ranting about the same old bitter things Drunk and grumblin’ on about how I can’t sing But all you are is mean

      She's letting them know that they better fix how they treat people because karma is real and one day they will be nobody's.

  12. openwa.pressbooks.pub openwa.pressbooks.pub
    1. You paint me a blue sky Then go back and turn it to rain And I lived in your chess game But you changed the rules everyday Wondering which version of you I might get on the phone tonight Well, I stopped pickin’ up and this song is to let you know why

      His moods were inconsistent and its clear he didn't treat her right. One minute they would be perfect for each other and the next they would be toxic.

    1. Marina Romito has reinterpreted the standard Rider-Waite images with symbols inspired by indigenous South African culture to create an accessible, uplifting deck.

      Maybe create a set of card decks that tell African tales through symbols. Present this as a game

  13. openwa.pressbooks.pub openwa.pressbooks.pub
    1. It’s 5 AM, I’m nihilist I know there’s nothing after this (After this) Obsessing over aftermaths Apocalypse and hopelessness (Hopelessness) The only thing I understand Is zero sum of tenderness (Tenderness) Oh, baby, please, just hold me close Make me believe there’s more to live [Bridge] Around, around, around, around we go In this game called life, we are not free

      Here we see The Weeknd spiraling in his mind and is apathetic to himself and to life. He feels as though he is continuing to make the same mistakes and is facing this darker side of himself "...The human soul, because of its karmic baggage, is a place of ambiguity. It is a place where sinner and saint, the sacred and the profane, the divine and the diabolical coexist in seed form. When we get in touch with this part of ourselves and accept it for what it is, we simultaneously lose the need to judge others. Christ said, "He who is without sin shall cast the first stone." I believe what he was saying was that self-acceptance makes us compassionate, forgiving and nonjudgmental of others. This is the first stage of liberation." (Phipps, 2000)

    1. upposedly moral, democraticcountry which allowed this policy to be formulated and implementedwithout even the pretense of public debate

      At the same time, I think public debate would not have done anything. It is something that could not have been prevented. Game Theory dictates that it had to. Will genius minds simply not engage their intellectual curiosity. They had to come up with the bomb. Will the US try to not win the war. This would mean more losses for the country but a lesser loss for the world. But in this case, it is still in the best interest of the nation to create the bomb. Because if Russia or Germany would do this first, it would similarly mean greater losses for the nation and for the world as the US sees it. The public would only have slowed things and made the situation worse. It is not out of stupidity. Our leaders are likely the most competent among humans. But they are still humans in that they are driven along human systems of logic, human desires.

  14. tspace.library.utoronto.ca tspace.library.utoronto.ca
    1. extended, densely networked, predatory system in which everyone in a plantationzone must participate in order get somewhere, or simply to survive. Predation means plunder;it also means consuming weaker animals. Hence anyone who does not become mafia - becomeboth defensive and predatory - is simply prey. In this vein, plantation managers and supervisorsplunder the wages due to their subordinates; workers, government officials, and many othersalso attempt to plunder plantation wealth

      The game is to use your positino - often times your spatial or physical position - to take what you can from anyone you can take it from.

    1. A 2008 study found that one out of five casual video game players had a physical impairment of some sort. Advocacy groups, like AbleGamers, a non-profit that helps players with disabilities better enjoy gaming, has worked with developers and publishers to create modified controllers and special technology to assist people with accessibility issues;

      In recent years, there has been developments to help people with physical disabilities closer together, thus shortening the distance between people even more than before.

    2. The current video game audience is largely split down the middle when it comes to men and women (54% vs 46%). In the US, it covers all political viewpoints and includes Democrats (37%), Republicans (33%), independents (18%) and others (12%). They like different sorts of games but also find they have genres in common, and they regularly play with (and against) people from other countries who might not even speak their native language. These new connections increasingly allow players to put themselves in the shoes of others, helping to foster greater sympathy and compassion.

      This paragraph just some of the many ways people can be different from each other but sill play together.

    3. The current video game audience is largely split down the middle when it comes to men and women (54% vs 46%).

      Video games have become gender neutral.