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  1. Oct 2021
    1. The average daily gaming time for the total sample was 106.56 minutes (SD = 20.1): 114.60 minutes (SD = 21.7) for males and 100.78 minutes (SD = 19.0) for females. The average for coping life self-efficacy was 3.18 (SD = 0.63) and for social life self-efficacy was 3.49 (SD = 0.53). The average for coping game self-efficacy was 2.57 (SD = 0.89) and for social game self-efficacy it 2.17 (SD = 0.88).

      self-efficacy results from gaming, descriptive, and and to understand without full scope.

    2. In conclusion, the results we obtained revealed that life self-efficacy had greater effects in reducing depression and loneliness among players via preferred game playing. We are the first researchers to attempt to investigate how life and game self-efficacy affect problematic psychosocial factors of players of online games. In future research, it is important to verify our findings via different procedures, such as experimental designs and longitudinal studies, in order to identify players’ psychosocial factors. Further, it is important to investigate the potential benefits of online gaming because of the dramatically changing nature of the games, which are becoming increasingly more realistic and social

      Conclusion of findings, shows that games do in fact reduce depression and loneliness

    Annotators

    1. today, intricate computer algorithms and sophisticated data about voters allow map drawers to game redistricting on a massive scale with surgical precision.

      That is terrifying. They can mathmatically craft a district to win votes.

    1. The number of possibilities around the metaverse are endless, but you can easily imagine how it might change the way we interact in the same way that mobile devices have changed society today. In a world where the metaverse exists, rather than hosting a weekly meeting on Zoom with all of your coworkers, you could imagine meeting in a physical representation of your office, where each person looks like a digital version of themselves, seated at a digital coffee table drinking digital artisanal coffee and snacking on digital donuts. If that sounds a bit boring, you could meet somewhere else, perhaps in the past, like in 1776 New York City, or in the future, on a spaceship, or at the zoo, on another planet—if it made sense for the meeting, of course. You could choose not to be yourself, but rather some form of digital avatar you picked up at the local online NFT swap meet, or at a virtual Balenciaga store. You could dress like a bunny rabbit to go to the meeting. A dragon. A dead dragon. And that’s just one measly little meeting. Imagine what the rest of the metaverse might look like.You could play first-person shooter video games in the metaverse, that look like they’re in real life. You could take a British history class taught by a digital representation of King George III, or learn about the theory of relativity from Albert Einstein himself. You could attend a TED Talk, or give one, or go to church. You could hook up your exercise bike to race against Maurice Garin in the Tour de France. Or your running machine to race against Usain Bolt at the Olympics (and lose). You could go to the zoo. You could be an animal at the zoo. Visit the Louvre. Le Mans. The International Space Station. You could go for a walk on Mars. Neptune. Float in space. Play “red light, green light” with your friends in Squid Game. You could go shopping, trying on outfits that once you pay for, are actually mailed to your house. You could go to a theme park and ride the world’s biggest roller coaster and maybe even throw up in real life. There are also lots of potential dark sides of the metaverse. Don’t be surprised to see Nazi rallies and people who choose racist and dangerous avatars, or hackers stealing from people, or performing metaversal terrorism, whatever that becomes. All of this stuff could be for sale in crypto, where we buy and sell digital goods with Bitcoin or Ethereum.

      围绕着元宇宙的可能性是无穷无尽的,但你可以很容易地想象它将如何改变我们互动的方式,就像移动设备改变当今社会一样。在一个存在元宇宙的世界里,与其在Zoom上与你的同事举行每周一次的会议,你可以想象在你的办公室里进入元宇宙开会,每个人都有自己的数字版本,坐在数字咖啡桌前喝着数字咖啡,吃着数字甜甜圈。如果这听起来有点无聊,你们可以在其他地方见面,也许是在过去,比如1776年的纽约市,或者是在未来,在宇宙飞船上,或者在另一个星球上的动物园里——当然,如果这对会议有意义的话。你可以选择不做自己,而是选择你在NFT交换市场或在虚拟的Balenciaga商店中挑选的数字化身。你可以打扮成一只小兔子去参加会议。而这仅仅是一个小小的会议。想象一下元宇宙的其余部分会是什么样子。

      你可以在元宇宙中玩第一人称射击游戏,看起来就像在现实生活中一样。你可以上一门英国历史课,由数字代表的英王乔治三世(King George III)教授,或者从阿尔伯特·爱因斯坦(Albert Einstein)那里学习相对论。你可以参加TED演讲,或者发表演讲,或者去教堂。你可以连接你的运动自行车,在环法自行车赛中与莫里斯·加林比赛。或者在你的跑步机与博尔特在奥运会上进行比赛。你可以去动物园。你可以成为动物园里的一只动物。参观卢浮宫、国际空间站。你可以去火星散步。在太空中漂浮。在“鱿鱼游戏”中与你的朋友玩 "红绿灯"。你可以去购物,试穿衣服,一旦你付钱,实际上就会被邮寄到你的家里。你可以去主题公园,坐世界上最大的过山车,甚至在现实生活中感受呕吐。元宇宙也有很多潜在的黑暗面。如果看到纳粹集会或种族主义者、危险化身的人,不管遇到什么,都不要感到惊讶。所有这些东西都可以用加密货币出售,我们可以用比特币或以太坊购买和销售数字商品。

    1. Những chia sẻ/câu chuyện kiểu này mang nặng tính cá nhân và đơn giản là không áp dụng được, chỉ đơn giản là "truyền cảm hứng" - một thứ cảm hứng vô nghĩa, hời hợt. <br> Bình luận của tôi: Hoàn cảnh trong câu chuyện nghe có vẻ "phổ biến": chơi game chuyển sang lập trình và kiếm được khối tiền. <br> Nhưng phải biết răng, khả năng, năng lực, sự nỗ lực, may mắn, cả kiến thức nền của mỗi người là khác nhau. Chỉ đơn giản là không thể "kể được đầy đủ" cũng như áp dụng được chia sẻ ấy cho mình. Nó chỉ đơn giản là một bài có ít hoặc nhiều thông tin và đôi thông tin có thể có ích, nhưng bài này thì không.

    1. images

      Image, trend, story, narrative, rumor, gossip; the apocryphal world; a game of telephone run at the scale of 7,000,000,000+ listeners and reciters of an original, seed message no one can remember.

    1. Game-based learning, on the other hand, applies to using actual digital video games as a classroom tool—although traditional non-electronic role playing and board games work exactly the same way, but perhaps not as efficiently—and there are a slew of video games, digital applications (“apps”), and adaptive software platforms that can be used for instruction. Some are great, while others are not so helpful.

      Gamification - Turning something educational into a game (duolingo)

      Game-based learning - Learning from a game

    1. “I thought of it as a game, just trying to see patterns in the questions.

      This isn't something new for those of us that read Ungrading. However, as we work with faculty and build courses, how do we keep it from becoming "a game" when a student enrolls? In other words, how do we keep it from becoming a hoop jumping contest and keep the course focused on actual learning.

    1. DAOstack imagines thousands of organizations and applications utilizing the stack in the near future. And the intention is not just to serve each use case individually. It’s easy to imagine how, with a scalable solution for decentralized governance in place, decision-making can become more frictionless not only within collectives but also between collectives.Indeed, this is the broader vision of DAOstack. The platform is designed to underpin an entire ecosystem of decentralized organizations — a community of interoperable DAOs, able to share talent, ideas, and learnings with one another. DAOs will even be able to act as members of other DAOs, creating a fluid “DAO mesh” or “internet of work” in which collectives of collectives are commonplace, and in which any given individual might participate in dozens of different DAOs.

      This is an idealof stigmergic collaboration, to move away from azero sum game and towards a positive sum game.

    1. 《鱿鱼游戏》背后的一段真实历史:2009年韩国警方镇压双龙汽车示威工人事件,当时工人抗争了77天之久。剧集主角成奇勋的背景设定就是双龙汽车的工会积极分子。

    1. 《鱿鱼游戏》的导演黄东赫自己也是这么说的。他在接受《Variety》杂志采访的时候说,“我希望写一个关于现代资本主义社会的寓言故事。这个故事描绘极致的竞争,就像我们生活中的极致竞争一样。我想使用我们在真实生活中都遇到过的人物。”

    1. BuzzFeed的一篇文章就说,我们为剧里的主人公加油,因为我们明白他们所对抗的力量和我们所要面对的是类似的。观众们被这样的剧集吸引,说明全世界的人都有共同的感受。“无论你说什么语言,身处何方,资本主义都让我们感到绝望。”

    1. When logged in, the page in question requests (using XHR) the URL https://www.pbs.org/watchlist/page/1/, which returns something with a shape that looks like this:

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      There are four JS resources referenced:

      The watchlist script is minified, but production has a sourceMappingURL pointing to the watchlist.js.map. I have taken extra steps to make sure that the Wayback Machine has archived this as well. The Firefox devtools are able to use the map to reproduce the original (pre-bundled, unminified) sources for inspection.

    1. “It should have been a simple thing. Turns out, we now know that they had a list they could have just handed over. Instead they played a game.”

      Politics almost always make things more difficult then they need to because they want to remain in power and try to stomp the voice of the people more and more.

    1. Individuals who experience threats to their social needs may attempt to avert further harm by condemning wrongdoers more severely. Three pre-registered studies tested whether threatened social esteem is associated with increased moral condemnation. In Study 1 (N = 381) participants played a game in which they were socially included or excluded and then evaluated the actions of moral wrongdoers. We observed an indirect effect: Exclusion increased social needs-threat, which in turn increased moral condemnation. Study 2 (N = 428) was a direct replication, and also showed this indirect effect. Both studies demonstrated the effect across five moral foundations, which was most pronounced for harm violations. Study 3 (N= 102) examined dispositional concerns about social needs threat, namely social anxiety, and showed a positive correlation between this trait and moral judgments. Overall, results suggest threatened social standing is linked to moral condemnation, presumably because moral wrongdoers pose a further threat when one’s ability to cope is already compromised.
    1. A virtue of gaming that is sometimes overlookedby those seeking grander goals. . . is its unparalleled advantages in training and educationalprograms. A game can easily be made fascinating enough to put over the dullest facts. To sitdown and play through a game is to be convinced as by no argument, however persuasivelypresented.”

      Can learning material be but into a video game in a way that would have players wanting to spend 100 hours figuring out?

    2. might be another such gaming literacy, while learning how to navigate a complexsystem of out-of-game resources—from game guides, FAQs, walkthroughs, and forums topeer-to-peer learning—might represent another

      An example of media being collaborative.

    3. ach of its four chapters offers a case study of aspecific type or genre of video game—sandbox or simulation games, alternate reality games,online casual games, and virtual worlds

      I think it's possible to learn different things depending on the genre of game! Although, there may be some overlap too.

    4. procedural rhetoric, the art of persuasion through rule-based representations and inter-actions.

      So, basically giving you a scenario in game that you can apply outside of that context as well?

    5. How does gaming act as a point of entry or departure for other forms of knowledge,literacies, and social organization?

      Many games are incredibly focused on historical accuracy and continuity so it is very possible to learn a bunch from a video game with just history in mind. However, I feel like gamers learn more communication skills from gaming (specifically online games) that really helps them later in life when working in teams whether on a sports team or for a project at school, or even at work.

    6. creasingly, we are bound by a failure to see that a game is not a commodity but a gift,a t hing not gotten by our own efforts, but something given and received freely

      Yes although the game is a gift our efforts and how we elicit emotion and learning is crucial to understanding new literacy practices.

    1. Many good videogames can take 50 to 100 hours to win, even for good players. Furthermore,it was—for me—profoundly difficul

      Video games often create these detailed story lines that captivate the player and use small challenges to progress the individual along in the game. The difficulty of the games drives people to want to play.

    2. In any case, shooting is an easy form of social interaction (!) to program.As realistic forms of conversation become more computationally possible (avery hard task), I predict that shooting will be less important and talkingmore important in many games, even shooter games.

      Social interaction can be as simple as shooting each other in a shooting video game and learning from ones mistakes.

    3. The games get better and more sophisticated all the time and ata rapid pace. Much of what I have to say here will simply get “truer” as thegames get even better.

      I feel like we are at a place where video games are beginning to feel real. Violence and gore have gotten to a point where they feel real and AI is getting super advanced. For example in The Last Of Us Part 2 the AI was so advanced there was a guilt attached every time you snuck up behind someone and took them out. I feel like it is easier now than ever to get wrapped up in a video game and really immerse yourself.

    4. “How, in heaven’s name, do they sell many of these gameswhen they are so long and hard?”

      It is the difficulty of the game itself that makes people enjoy it, and thus sells more copies

    1. Looking with side-curved head curious what will come next, Both in and out of the game and watching and wondering at it.

      Is life the game ? Being a spectator and a player at the same time ? Can you be both ?

    2. Alone far in the wilds and mountains I hunt, Wandering amazed at my own lightness and glee, In the late afternoon choosing a safe spot to pass the night, Kindling a fire and broiling the fresh-kill’d game,

      happiness with the simple parts of life

    1. In a free-market economy, the money to grow a business would need to come from within the economy, from the paychecks of consumers or the expropriation of land, in a game that would be zero-sum if not for the fictional capital of loans and debt,

      Could argue that economic ‘growth’ is just a reflection of the sunlight driven growth that you mention in nature. Sun -> food -> brainpower -> new ideas -> growth. Point being, I’m not sure I agree that the financial system is what drives growth in a free market economy. Accelerates for sure, but driving force, I’m not sure.

    1. n 2007 the University of Rochester, New York, revealed a study

      This article is a reliable source because it is based off a test between college students who actually played the video game and tested their eyesight

    1. gaming more broadly, gamers’consumption and production of texts is even more complex

      Gaming allows the users to expand on their knowledge more so then we originally thought, once the understanding of the mechanics and code of each game.

    2. Research on people who self-identify as gamers suggests that prolongedparticipation in game cultures may lead to a more active, problem-solv-ing orientation to learning.

      This explains why many gamers seem to take on engineering careers .

    3. projective identities—identities that are a melding of ourselves andour game identities, possible selves that the game invites us to inhabit.Second, digital media are deeply participatory

      The interesting part to me is how people create these identities sometimes without realization, and take on specific rolls within that community

    4. Given how digital technologies enable participation in worlds beyondthe classroom walls, we see the student production and dissemination ofgames as a logical next step to pursue. Crucially, these games—designedaround contested local issues—are designed not just to facilitate the pro-duction of games to be played “by anyone,” but to enable democratic par-ticipation by students in civic life. As such, game play might naturally leadtoward active engagement in society, suggesting that educators might

      Exactly my point Im glad they came to the same conclusion on technology and the role it plays in the classroom.

    Annotators

    1. Rift Scuttler We believe that the first Rift Scuttler spawn is too impactful in deciding the outcome of the early game, so we're reducing its importance and resolving the encounter more quickly. Now that it's squishier, you or your enemy can defeat it more easily and, in short, back off to safety sooner. The first Rift Scuttler will now have 35% reduced health, grants 80% reduced XP, and has been slightly reduced in size to match its lower value.

      What're they doing to our boy :(

    1. In sum, the system of relations establishes a discursive practice that sets the rules of the game: who can speak, from what points of view, with what authority, and according to what criteria of expertise; it sets the rules that must be followed for this or that problem, theory, or object to emerge and be named, analyzed, and eventually transformed into a policy or a plan.

      developmment post ww2 created rules of "the game"

    1. divergent

      We allow adhd stimulants to be fair game for any one who needs them. How is this any difference. Its a condition that gets in the way of life, and a medication to fix it. Yes it may be unfair to give it to those who don't need it, but where is the damage really? I think ethics papers should really focus on defining what our morals are, not what goes against our unspecified morals.

  2. drive.google.com drive.google.com
    1. Meanwhile, state game departments use hunters to controlwildlife populations. Wildlife biologists do their part by settingseasons and bag limits. This keeps our roads safer. Right now,even with American huntersharvesting between 4 million and 6million whitetail deer each year, an estimated 1.5 million car–deer collisions occur annually in the U.S., costing an estimated$1 billion and killing about 200 people.

      Logos, Hunters are hired to reduce car collisions with deer.

    1. I like minimal languages and I have dwelled in the realm of Smalltalk minimalism for a long time, and as a Smalltalker I am also accustomed to a very high level of productivity, interactivity and sophistication of development environment. Nim may be productive once you get going - in fact - many people say they indeed are. But when it comes to interactivity and development environment, its very … early in the game.
    1. As with this post on reasons to measure, while this post is about practical reasons to improve productivity, the main reason I'm personally motivated to work on my own productivity isn't practical. The main reason is that I enjoy the process of getting better at things, whether that's some nerdy board game, a sport I have zero talent at that will never have any practical value to me, or work. For me, a secondary reason is that, given that my lifespan is finite, I want to allocate my time to things that I value, and increasing productivity allows me to do more of that, but that's not a thought i had until I was about 20, at which point I'd already been trying to improve at most things I spent significant time on for many years.
  3. theliturgists.com theliturgists.com
    1. THE SUNDAY THING

      The Sunday Thing

      The love of money is the root of all evil

      This week, Michael Gungor asked us to discuss money in our breakout groups.

      Money is power

      We outsource our power and authority to those who claim to have greater access to capital, because we underestimate and undervalue our own social influence, economic capacity, and political agency. The entreprecariat is designed for learned helplessness (social: individualism), trained incapacities (economic: specialization), and bureaucratic intransigence (political: authoritarianism). https://hypothes.is/a/667dOC0bEeyV6Itx3ySxmw

      Indigenous cultures in Canada were disempowered by outlawing the cultural practice of generosity (potlatch) and replacing the practice with centralized power over the medium of exchange: money. Money is a mechanism of disempowerment.

      Money is a shared story we tell ourselves about what has value. https://www.npr.org/transcripts/795246685

      We translated “ekklesia” as church. It is the deliberative body of the experiment in democracy in Athens, Greece. The people who are figuring out how to live together in the commons. The work of the people. The Liturgists.


      The Story of Money

      In this hour, On the Media looks at the story of money, from its uncertain origins to its digital reinvention in the form of cryptocurrency.

      On the Media: Full Faith & Credit


      Squid Game

      People were also discussing Squid Game.

      Squid Game was on my mind today before the call. “The reality of the history of Canada’s mining industry makes #SquidGame look like child’s play.” https://twitter.com/bauhouse/status/1449726452098682881?s=20

      The truth is that all of the gold that was mined out of the Klondike was under Indigenous land. There was no treaty with any of Indigenous peoples in the Yukon.

      Commons: Mining

    1. The reality of the history of Canada’s mining industry makes #SquidGame look like child’s play.

      “The truth is that all of the gold that was mined out of the Klondike was under Indigenous land. There was no treaty with any of the Indigenous peoples in the Yukon.”

      “That land was stolen by the Canadian state and that gold was whisked away by private interests. The Federal Government only signed land claims with Indigenous peoples in the Yukon in the 1990s, but by that point, almost all the gold had been mined out of the ground.”

      “The Klondike gold rush was a rolling disaster that captured tens of thousands of people. When the first European explorers came to the Americas, they came here looking for gold. In the 1890s, that lust for precious metals eventually led men to the farthest reaches of this continent.”

      “Today, instead of 100,000 people descending on a small patch of land, you have large corporations digging treasures out of the ground. But the legacies these mining operations leave behind are just like what happened in the Klondike: workers with broken bodies, environmental destruction, the dispossession of Indigenous land, sexual violence. The gold rushes never stopped. They just morphed into something different.”

    1. In 1777, the Tribe pledged its support to the American Colonies during the Revolutionary War in exchange for promises by John Allan, Indian agent of the Continental Congress, that the Tribe would be given ammunition for hunting, protection for their game and hunting grounds, regulation of trade to prevent imposition, the exclusive right to hunt beaver, the free exercise of religion, and a clergyman.

      I feel as if this was more than a fair compromise for the tribe. They would gain a lot by aiding the American Colonies in the war, and it would further help them gain more in the future. More ammunition leads to more hunting, which would lead to more meat and furs, which could lead to more trade between the two sides.

    1. “Actual-value NFTs” can draw upon legal and code-based contracts - a song token can provide a royalty stream, a ticket token can provide access, a metaverse token can grant land titles, an item token can have in-game powers, an ISA token can provide a cut of creator earnings.

      Proprio per questo legame indissolubile col concetto di proprietà un token #NFT di un bene che si rivela remunerativo in qualche modo, si rivela accesso ad una parte di questa remunerazione. Ad esempio: il token di una canzone è accesso ai diritti d'autore della canzone in questione.

    1. I think the underemphasized concern here is the extent to which the other 90 percent end up buying into this value system to some degree. I’ve been in the child-rearing game, and I see a lot of the madness firsthand — parents freaking out when their child takes a sip of soda out of the refrigerator because they somehow imagine this is really going to make it impossible for them to demonstrate enough virtue to get into the right college. They will curate every experience for their kids — every travel experience, every friendship. I mostly see it among members of the upper-middle class who can afford it. But increasingly, the same sets of values and practices are clearly spreading to where people can’t afford it and where it doesn’t make sense. They’re also buying into this idea that kids have to be absolutely optimized, maximized so they can get onto the narrow path that leads to a stable upper-middle-class life, and otherwise it’s Starbucks until the end of time. It basically takes away a potential countervailing mechanism. If society were such that you produce this one noxious class but then that gives rise to a reaction of people angry with this class and then acting out, you might have some conflict. Hopefully, it’s not violent but can be mediated through political institutions, but you have at least a mechanism that might lead to a solution. But when the ideology starts to spread, it effectively removes the basis for that conflict, it neutralizes the opposition in a way, and that’s a problem. It means that the system just continues further down the road toward greater instability.

      A lot of mothers, particularly, driving themselves mad over this.

      The narrative also doesn't allow considering fallback. What kind of world should my child have if he's just "not bright enough" to win the class mobility lottery? You can't ask it if you've internalized the good/bad meritocracy moral coloring. How would I have to work differently to help him have a good life? What do the winners and losers of that lottery owe each other?

      Those are then the questions that can drive progress, even in the absence of sparks of resentment.

    1. After Christian Pulisic netted the would-be game winner off a penalty in the 114th minute and ran to the corner to celebrate with the rest of his teammates, Giovanni Reyna was hit in the face with an object as fans in the stands threw items such as cups and water bottles onto the field.Reyna, who scored the USMNT's first goal in the first half, laid on the ground for several minutes before walking off the field with trainers.Minutes later, Mexico striker Henry Martin was also struck by a cup thrown from the stands during a stop in play. He remained in the game.As the game neared its conclusion, a fan ran onto the field before being tackled and escorted off the field by security personnel.

      Incidents that involve fans throwing objects onto the field or at players highlight the need for greater protective measures. On-field personnel are too open to attack from large crowds where individuals can throw potentially harmful objects without being seen or caught. #weblit #LS121

    1. The list of racist incidents in hockey is too long to detail in full, and it’s not limited to the professional game — they are depressingly common at the youth level, too. After the incident in Chicago in 2018, Smith-Pelly reflected on how little has changed since O’Ree broke the color barrier more than 60 years ago. “[O’Ree] had to go through a lot, and the same thing has been happening now, which obviously means there’s still a long way to go,” Smith-Pelly told the AP. “If you had pulled a quote from him back then and us now, they’re saying the same thing, so obviously there’s still a long way to go in hockey and in the world if we’re being serious.”

      Racist taunting by fans is an ongoing possibility at any sporting event, but it feels especially noticeable in predominantly white sports such as hockey. The percentage of black or minority players is miniscule in hockey, leaving them open to verbal and physical abuse from fans. #weblit #LS121FA

    1. To the extent that the dominance of patriarchy has pervaded history and seen the arrangement of society and its institutions to best reflect the interests of men, it has also propagated notions that link appropriate forms of behaviour to biological sex

      This text made me remember that Activision-Blizzard (a video game company) is being sued by the State of California due the mistreatment and discrimination of female employees within the company. If you want to look it up be warn, it is disgusting.

    1. Aaron Rodgers is not happy with a few fans who went after his teammate. After the Green Bay Packers' loss to the Indianapolis Colts in overtime this past Sunday, wide receiver Marquez Valdes-Scantling revealed that he received death threats after committing a costly fumble. Rodgers was asked about this on the Pat McAfee Show and went after the Twitter users who attacked Valdes-Scantling."Anybody who is so distraught about this that they need to go to Twitter and talk about killing someone, I would suggest that you relax," Rodgers said. "It's a game. We're all trying our best. We're trying to entertain you, but we're also trying to do our best because we have a lot of pride in our performance. Nobody's trying to do anything to f— up our season or your precious watching experience." Chatting with @AaronRodgers12 about the @MVS__11 fumble & reaction "There's a human element to this like anybody who is so distraught about this that they need to go twitter & talk about killing someone I would suggest that you RELAX"

      Death threats towards players, coaches, and referees are very prevalent in today's sports culture, with social media being the main culprit and tool to hide behind. It is also common for these sports figures to be doxxed over a mistake during the game, so that a missed play on the field may now result in strangers tracking down the player's home address and phone number in order to torment them about the game. #weblit #LS121FA

    1. A 1999 survey found that basketball fans who identified with a particular team would be willing to injure the star of the rival team prior to the championship game, provided there was no chances of getting caught. A 2003 follow-up found that these fans would be willing to injure the rival team's star or coach after the championship game: to act purely out of hostility, rather than in an attempt to help their own team. Wann et al.'s most recent study attempts to uncover a relationship between winning or losing and willingness to commit hostile acts. They presented 120 college students with one of two hypothetical situations: imagine your favorite college basketball team has just won (or lost) a game with its biggest rival. This is the last game of the season, and there is no chance the teams will meet in the playoffs. Respondents were then asked "if you could remain completely anonymous and there was no possibility of arrest or retaliation, would you..." trip, break the leg, or murder the star player or the coach of the rival team. They used a rating scale from 1 (definitely would not) to 8 (definitely would) to indicate the likelihood of committing each of the six possible hostile acts. They also filled out questionnaires to determine how much they identified with the college team, how big a basketball fan they were, and how big a sports fan they were. While just 5 percent of respondents said they would murder an opposing player or coach, over 30 percent said they would consider tripping one or both.

      Albeit the study is slightly older, the findings still highlight the mindset of a high-identifying sports fans that allow their fandom to overcome their senses of reason, shame, or decency. #weblit #LS121FA

    1. Fans who become part of the game are what researchers call "high-identifying sports fans"—people whose identity is intertwined with a team. High-identifiers tend to have extreme emotions in the face of defeat, compared with average sports fans. Researchers have found a wide range of personality and social factors that influence the actions of high-identifiers. Alcohol often encourages their behavior, as does the possibility of appearing on television, says Christian End, Ph.D., assistant professor of psychology at the University of Missouri at Rolla.

      These fans also see their team winning as a way to attach victory in their own lives, despite having nothing to do at all with the performance of their favorite team. #weblit #LS121FA

    1. “Game of Thrones” aired its last episode in 2019, and there has not been a U.S. series since then that has achieved a similar cultural impact.

      The series on the life of Jenni Rivera called 'Jenni Rivera: Mariposa de Barrio' greatly raised awareness of physical and mental abuse in relationships, especially against women.

    1. We must be able to be amazed and to enjoy, like the children often do. We must be able to catch the ball that the children throw us, and toss it back to them in a way that makes the children want to continue the game with us, developing, perhaps, other games as we go along.

      This is something that I so enjoy about teaching. Being able to engage in play with the students and follow where they lead you in their game play. It can be a struggle to remain engaged in this sort of dynamic if you feel a lot of external stressors placed on you as a teacher. I do believe that it is a beneficial dynamic to have between teacher and student.

    2. catch the ball that the children throw us, and toss it back to them

      I love this idea of listening, communication and essentially our practice as a game of toss. Our observations and documentations lead us to new research and new discoveries. This is how we move through explorations in the classroom and build on the children's ideas.

    3. “for the game to continue, the skills of the adult and child need appropriate adjustments to allow the growth through learning of the skills of the child”

      This reminds me of the 'serve and return' exchanges necessary for brain architecture. We can all learn so much from playing a game with others as it builds upon our existing knowledge and stimulates brain development.

    4. teacher–child interaction as a badminton game

      This is idea is wonderful especially as I have been teaching the toddlers in my classroom how to play with badminton rackets and birdies during our time on the playground. We have been working on it for a couple of weeks. I can really see how this fits! We will get to the point where we/they can hit it back and forth with each other but we are currently working on touching racket to birdie. It is a process!

    1. catch the ball

      This game of catch has been particularly helpful for my team of teachers as a metaphor to understand and think about how they can both prepare for children and be responsive to children.

    2. The teacher seeks to extend the children’s intellec-tual stamina and attention span; increase their range of investigation strategies; enhance their concentration and effort; and still allow them to fully experience pleasure and joy in the game

      The anecdote gives a good example of this type of maintaining play while guiding learning

    3. Although learning is a serious matter, the teacher must approach it in a spirit of playfulness as well as respect. The metaphor of “catching the ball that the children throw us, and then tossing it back to continue the game” is a favorite one in Reggio Emilia.

      Thinking of how we can promote the joy children have in discovery while also working a guiding their learning. It doesn’t have to be stiff and formal

    4. We must be able to catch the ball that the children throw us, and toss it back to them in a way that makes the children want to continue the game with us, developing, perhaps, other games as we go along.

      Great metaphor for emergent learning.

    1. We must be able to catch the ball that the children throw us, and toss it back to them in a way that makes the children want to continue the game with us, developing, perhaps, other games as we go along. (Filippini, 1990)

      Oh I love this analogy!

    2. Although learning is a serious matter, the teacher must approach it in a spirit of playfulness as well as respect. The metaphor of “catching the ball that the children throw us, and then tossing it back to continue the game” is a favorite one in Reggio Emilia. Think-ing of teacher–child interaction as a badminton game was originally suggested to Malaguzzi by the Gestalt psychologist Max Wertheimer.1 Malaguzzi talked about how, “for the game to continue, the skills of the adult and child need appropriate adjustments to allow the growth through learning of the skills of the child” (Chap-ter 2, this volume)

      The give and take (open ended questions) and the playful way that teachers approach the conversation drives the depth of learning that children gain from the conversation.

    1. The next year, doxxing became a tool by in the “GamerGate” controversy, an online dispute purportedly about ethics in video game journalism that became a foundational moment for some of today’s fringe far right. Mostly male video-game players began to publish personal information — including home address and phone numbers — for women in their community, typically journalists and game designers who they said were unfairly politicizing gaming culture.

      I can't believe people who would do that without others' permission. We all have the right to chose not to expose our confidential, private information to the public. I think "doxxing" behavior should be considered illegal, and people who are doing "doxxing" should get a penalty for that.

    1. The teacher seeks to extend the children’s intellec-tual stamina and attention span; increase their range of investigation strategies; enhance their concentration and effort; and still allow them to fully experience pleasure and joy in the game.

      Asking children questions is important, try not to take over! Concept of children as protagonists in their learning and teachers as support!

    1. we are the campus.

      Campus as physical area which create place attachment but we do not need to keep this definition as we are the campus. This is how I perceived. It could be good to consider and adopt from the game industry as they expand to the metaverse. It is not a new concept but it is emerging now. It is worth to consider a new definition of campus.

      Interesting article is found in the following link. https://www.timeshighereducation.com/campus/educational-metaverse-coming

    Annotators

    1. SK Broadband said it lodged a lawsuit against Netflix for it to pay for using SK's networks

      A lawsuit was filed against Netflix because they were not paying for the SK network, especially after the great amount of traffic went to it.

    2. Netflix should "reasonably" give something in return to the internet service provider for network usage

      Netflix was the root of the network issue in Seoul.

    1. Basketball has become a problem in the black community because kids aren’t getting an education. They’re pawns in someone else’s game.” The work advocated “higher goals” for black youth than playing basketball.

      I think this relates back to the term psychic fantasy because of the myth created that black youth play basketball instead of being educated (whether or not the myth created is the truth, it is still the image one had in mind). I think it's also interesting that black youth are expected to reach "higher goals" than just playing basketball, and it shows that the expectations for black people tend to be much higher than white people in order for them to prove their knowledge. A white man vs a black man playing basketball are judged by society very differently. If black kids do not live up to and exceed societies definition of success, they are looked down upon and often called lazy or stupid, when it is even more difficult for black people to reach this definition of success because of discrimination and lack of resources compared to white folks.

    1. 3. The Machines concerned in the Game.

      This may be a very large and important question. How can we separate machines and humans? If we build a digital 'machine' that not only pass the Turing Test, but also be wisdom, emotional and even has love, can we say it a machine? Should it have human rights? A further question: how intelligent a machine to be to have human rights?

    1. The spread of online misinformation poses serious challenges to societies worldwide. In a novel attempt to address this issue, we designed a psychological intervention in the form of an online browser game. In the game, players take on the role of a fake news producer and learn to master six documented techniques commonly used in the production of misinformation: polarisation, invoking emotions, spreading conspiracy theories, trolling people online, deflecting blame, and impersonating fake accounts. The game draws on an inoculation metaphor, where preemptively exposing, warning, and familiarising people with the strategies used in the production of fake news helps confer cognitive immunity when exposed to real misinformation. We conducted a large-scale evaluation of the game with N = 15,000 participants in a pre-post gameplay design. We provide initial evidence that people’s ability to spot and resist misinformation improves after gameplay, irrespective of education, age, political ideology, and cognitive style.
    1. a video visit requires a stable Internet connection, which is not always possible and not available to every family, and so I think the fact that it also includes phone sessions is important. To me, that is one very concrete example of how policy related to mental-health care can be a game changer.

      While tele-mental health care/video calls have their advantages, it also requires a stable internet connections, which isn't always available and possible for every family, as the article states. I wish that the importance of mental health was more focused on and taught in schools and that more people should be educated on mental health and what they can do to better take care of themselves, especially during these times.

    Annotators

    1. Direct, purchase probability: “what do you think could be an acceptable price?” “What do you think would be an expensive price?” “What do you think would be a prohibitively expensive price?” “Would you buy this product at $?”Purchase probability questions: “On a scale of 1 to 5, where 1 is, I would never buy this product and 5 is, I would most definitely buy this prdouct, how would you rate this product?” 4 or 5 you stop. Less than 3 lower the price and try again.Most–least: create a subset of your features and ask them to rank the features from most valuable to least. Change the subset for 5 different sets. You will end up with rich feature by feature feedback.Build-your-own: give them a list of features and ask them to build their “ideal product.” As they add features, the price increases. See where they stop with features and price.Purchase simulations: A.K.A Conjoint analysis. This is where you test the pricing of certain bundles of features. Changing bundles and prices. Definitely the most complex option and usually requires software and/or a consultant to manage. As expected, however, the results can be game changing.

      Questo è un framework che si può utilizzare per stabilire la #WTP riguardo un prodotto.

      1. Fare domande di questo tipo, volte a verificare la probabilità di acquisto in maniera diretta:
      • Quanto pensi possa essere un prezzo accettabile per questo prodotto?
      • Quanto pensi possa essere un prezzo esagerato per questo prodotto?
      • Quanto pensi possa essere un prezzo proibitivo per questo prodotto?
      • Compreresti questo prodotto alla cifra di..?
      1. Domande volte a verificare la probabilità di acquisto in maniera indiretta:
      • Su una scala da 1 a 5, dove 1 è "Non comprerei mai questo prodotto" e 5 è "Lo comprerei sicuramente" che voto daresti a questo prodotto? Se il voto è <= di 3 abbassa il prezzo e riprova;
      1. Crea un gruppo di feature del prodotto e chiedi alle persone di metterle in ordine dalla più valida alla meno valida, usa 5 gruppi di caratteristiche;
      2. Dai una lista delle caratteristiche alle persone e chiedigli di creare il loro "prodotto ideale" con le caratteristiche che gli hai fornito, ad ogni caratteristica aggiunta aumenta il prezzo, vedi dove si fermano nel processo di aggiunta;
      3. Testa diverse configurazioni di caratteristiche, cambiando configurazione e prezzo, di solito questo test richiede software o consulenti per poter essere effettuato, i risultati però sono validissimi.
    1. If Social Democracy opposes a more truthful, but equally brutal theory, the new theory will win, even if it requires a battle first. In less than two years, I had developed a clear understanding of both the doctrine and the technical methods the Social Democrats used to propagate it. I realized the infamous intellectual terrorism of this movement targets the privileged-class, which is neither morally nor spiritually a match for such attacks. They tell a barrage of lies and slander against the individual adversary it considers most dangerous and keep it up until the nerves of the group being attacked give in and they sacrifice the hated figure just to have peace and quiet again. But the fools still do not get peace and quiet. The game begins again and is repeated until fear of the villain becomes a hypnotic paralysis.

      intersectionalism tells us who this villain is today

    1. Nas was a highly-buzzed-about serious young rapper making a very serious rap album about his very serious world. Along with a who's who of star producers, Nas was making a classic in the hope that it would be digested as a classic.

      The first (or at least, 'the most visible') 'classic-by-design'. Again, just great analysis.

    2. one of the earliest rap LPs that could be defined as album-oriented

      Well, what are its defining features as an album-oriented LP? Offhand, I could make a couple of guesses – it's been a while since I've listened to the album in its entirety; I remember a lot of funny skits and a general Daisy Age sensibility — but it would be nice to know that we agree on such features at the jump.

    1. The importance of inclusion in game design was also demonstrated by research which shows that when we have more diverse teams (in terms of race, sexual orientation, religion, age, gender, etc) of game designers, the games created are more inclusive. When we invite people to design their own games, their voices and visions are directly represented

      Which is probably one of the reasons that itch.io is so popular, and features so many different voices. It has a low-barrier to entry, with no gate-keeping.

    1. The 1824 edition of the younger Reiswitz’s game included elementsthat would become nodal points of connections between RPGs in thefuture: A referee and dice.

      Indeed, Reiswitz's game looks a lot like D&D

    1. Neil Strauss' famous story for busting Last Minute Resistance. This hasn't failed me yet. Once upon a time, there was this guy...who was walking down the street...and there was a beautiful girl that was walking down the street towards him. And when they saw each other, they stopped...and deciding to start talking. It was a totally natural and spontaneous thing and it wasn't something that these people usually do. It just happened. And these people just connected with each other on every word and at every level. It was as if, they had already known each other for so long, even though they had only known each other a matter of minutes...but it soon came a couple hours. And the incredible connection these two made was so strong it was as if there was a glowing light between these two people. So it was then that they decided that their meeting must be FATE. To test this out, the two went on their separate ways...and decided that if they would meet again, they would KNOW for sure that it was their DESTINY to be together. So they departed. They went on their separate ways. And as the years passed, a plague hit their city. And many people died. And years later...there was this guy...who was walking down the street...and there was a beautiful girl that was walking down the street towards him. And as they passed each other, both people recalled a faint glimpse of a memory of having seen each other before. But they continued walking their own separate ways... THE END

      A história original é ON SEEING THE 100% PERFECT GIRL ONE BEAUTIFUL APRIL MORNING by Haruki Murakami.

    1. The scattershot approach has raised concerns about the long-term effects this kind of software could have for human rights and privacy protections. It’s still not clear how long the apps will remain in active use, which government bodies might regulate them, and whether states will keep them around as surveillance tools well into the future

      The author is making an emotional appeal by telling the reader how the app can have "long-term effects" and that how it is violating human rights and privacy protections, it can be very dangerous just image someone having all the information about you, even if it is the government it is never really 100% safe. Even though the app was mainly put into action to stop the Coronavirus from spreading it is still not safe, even making it a televised game, but someone's privacy protections is not a game it can lead to someone being hurt.

    1. Arenos have fished, caught game, and raised gardens onland around and beneath their immaculate tan wooden home with green shutters, neatly trimmedlawn, and driveway edged in lilies and hibiscus, a white truck in the driveway.

      family history

    Annotators

    1. Will Wright points out that while playing games, people engage a game in their head, and whatcounts is this mental world.

      When I saw I enjoy reifying user models in software, is that equivalent to explicitly building towards users' "mental world"?

    1. Recent research has explored the possibility of building attitudinal resistance against online misinformation through psychological inoculation. The inoculation metaphor relies on a medical analogy: by pre-emptively exposing people to weakened doses of misinformation cognitive immunity can be conferred. A recent example is the Bad News game, an online fake news game in which players learn about six common misinformation techniques. We present a replication and extension into the effectiveness of Bad News as an anti-misinformation intervention. We address three shortcomings identified in the original study: the lack of a control group, the relatively low number of test items, and the absence of attitudinal certainty measurements. Using a 2 (treatment vs. control) × 2 (pre vs. post) mixed design (N = 196) we measure participants’ ability to spot misinformation techniques in 18 fake headlines before and after playing Bad News. We find that playing Bad News significantly improves people’s ability to spot misinformation techniques compared to a gamified control group, and crucially, also increases people’s level of confidence in their own judgments. Importantly, this confidence boost only occurred for those who updated their reliability assessments in the correct direction. This study offers further evidence for the effectiveness of psychological inoculation against not only specific instances of fake news, but the very strategies used in its production. Implications are discussed for inoculation theory and cognitive science research on fake news.
    1. When the participants in the study were tested immediately after playing the game or watching the video and then a couple of months later, everybody improved, but the game players improved more than the video watchers.

      I think the effect a video game had on people's ability to learn about and overcome cognitive bias is really interesting. It sort of shows how important and influential things like movies, tv shows, games and other fictional entertainment can have on a person, perhaps because of the emotional investment attached to it.

    2. I found it strange that people were shocked that the video game has a more significant effect on reducing bias. The idea of implementing what you learn to actual-world situations has been drilled into our minds as we progress into higher education. By seeing examples and understanding the problems that have been mirrored in the real world and video games, people should be able to understand the following steps to see the issue in a non-objective way

    3. he literature on training suggests books and classes are fine entertainment but largely ineffectual. But the game has very large effects. It surprised everyone.”

      Situational practice seems to have a larger impact on bias recognition retention than just being preached at about it

    1. Could this really be the tomato speaking? In what way could a tomato be a boy but not a man?! It appears as though for a moment the strain of the metaphoric construction has split, and that the poet himself has fallen out of the game and into confession.

      Not sure what's said here but seems important.

  4. footcommunity.weebly.com footcommunity.weebly.com
    1. Real Life 给出了很多角度来解释两者的不同,但最终结论落在两者是同一枚硬币的两面,取决于自身想要露出哪一面。尽管从名称上,可以解读网红可能是卖货为主,而创造者则生产视频等内容为主,但其实工作内容差不大。甚至有描述到,女性更偏向于用「网红」一词,男性更喜欢用「创造者」这个词。仿佛创造这个词带有某种魔力,可以区别艺术和商业活动。

      除了性别标签外,Youtube、Tiktok、Instagram等平台也更倾向于创造者这个词,可以让人们听上去觉得这些垄断型平台非常支持用户的创造力。

  5. Sep 2021
    1. la la

      In Wagner’s Ring Cycle, Part one of the opera opens with the Rhine maiden’s almost ecstatic shriek as they took on the responsibility to guard the Rhine gold: “Weia! Waga! Woge, du Welle! Walla zur Wiege! Wagalaweia! Wallala Weiala weia!”. It could be translated into: “Weia, waga; surge, you wave, float to the cradle! Wagalaweia! Wallala weiala weia!” Among some onomatopoetic, meaningless syllables, words could stilled be discerned as a portrayal of or chant for the river. Here, according to the notes, Eliot quotes a very similar line, yet from the beginning of the last Part in the Ring cycle where the maidens appear for the second time. Only now they have gone through episodes of evil and deception (by skipping the maidens’ first singing, connect to Tiresias’ “foresuffered it all”), lost the gold and longed for a redeeming hero. In mourning, the maidens cry, “Weialala weialala leia leia wallala la la lei la la la lei la la la la la la le” - a completely disjointed version compared to the opening scene, with no meaning whatsoever to be parsed out. However, this part of the singing is delivered in such a way that the loss is veiled by flirtatious and seductive laughters. This forced seduction from female figures echos “A Game of Chess”. Eliot truncated the plot of the Ring cycle at a low point of loss, just as how he has quoted an unresolved scene from Tristan and Isolde previously in Section I. In both references to Wagner, meaning collapses into nothingness. As we read further down the lines “I can connect / Nothing with nothing”, two possible interpretations arise: 1. The despair of nothingness 2. the potential of connection residing in the nothingness. Though the parallel between life/death and meaning/nothing is by no means conclusive, there is great power accumulating as words fall into meaningless pieces, and as multiple figures are rewarded as they die. And then finally, a barely perceived “La! La!”, uttered by the maidens from afar as the narrator of TWL also resolve into silence.

    2. Elizabeth and Leicester

      The mention of Elizabeth I and Robert Dudley, Earl of Leicester, is important because their story relates to two themes that have arisen over and over throughout the poem. Part of the reason Elizabeth, a famed virgin, vowed never to marry was because of the way her father treated his wives: Katherine of Aragon was divorced and left to waste away, Anne Boleyn was vilified and beheaded, Jane died in childbed, Anne of Cleves was divorced, Catherine Howard, barely 19 when she married 50-year-old Henry VIII, was beheaded, and Catherine Parr, his last wife, only survived due to his death. Elizabeth's life was defined by this revolving door of queens; she witnessed the absolute power men wielded over women, especially in marriage. Her vow to stay unmarried is important in the context of allusions to other queens whose love led to their downfall (Dido, Cleopatra). However, at the same time, her refusal to marry Dudley, Earl Leicester results in his emasculation: they are rumored lovers, yet Elizabeth's refusal to make their relationship official renders him powerless. The Dudley reference relates to the silencing of a man's voice in "A Game of Chess", as well as the gender changes of Tiresias and Madame Sosostris.

    3. Jug jug jug jug jug jug So rudely forc’d. Tereu

      This refers back to the story of Philomena which Eliot address in A Game of Chess.

      The reference sources for this section are full of references to sexual assault and the agency of women, with a greater connection to sex as sin and women's culpability in violence perpetuated against them. The excerpt from One of Us is essentially an encouragement for the young man featured in the novel to coerce Eve into having sex.

      The choice of the name Eve is fascinating, and likely quite meaningful. In the Bible, Eve sins, then deceives Adam into sinning, resulting in their banishment from the Garden of Eden. This is connected to the idea of women holding all of the blame for their own assault; women are so tempting for men (read: evil and manipulative) that they "force" men to commit the sin of rape.

    4. we shall play a game of chess

      Middleton's A Game at Chess is a play featuring people not as players (controllers of their own pieces), but as the pieces playing themselves across the board. Thus, in Eliot this line "we shall play a game of chess" marks the beginning of a deceptive ploy in which the narrator gaslights a woman to have an abortion. The poem differs from Middleton's play because the "Virginal White Queen's pawn" ends up escaping her seductor, whereas the woman in this poem submits to the abortion (the way I interpreted it), as this section ends with "Goodnight, ladies, good night, sweet ladies, good night, good night." In Hamlet, this is Ophelia's last line before she commits suicide, which would correspond to the wife's submission and, as discussed in our previous class, the silencing of her own voice which may have objected to having the abortion.

    5. a game of chess

      Chess is all about attempting to gain power over the board and over your opponent, therefore Eliot might be interested in chess as an allegory for sex and sexual violence because in the stories and myths that he references there is always an evident power imbalance (Ophelia, Philomela, Dido) where one sexual partner, most often the woman, must be subjugated. In other words, sex here is most often portrayed as a power play/battle for dominance. In a series of calculated moves the women are conquered and strategically ruined, as one strives to do to their opponent during a game of chess.

    6. 'My nerves are bad to-night. Yes, bad. Stay with me. 'Speak to me. Why do you never speak. Speak. 'What are you thinking of? What thinking? What? 'I never know what you are thinking. Think.'

      A conversation between two people; perhaps man and woman, husband and wife

      • Man's silence; inner thoughts and unwillingness to communicate
      • Woman's persistence and exasperation
      • Eliot's annotations: photography(?) Eliot's annotation suggests that he thought the stanza was too plain, simply describing the woman's emotions through direct portrayal (like a photograph). Perhaps this reveals Eliot's true impressions on the relationship between man and woman: A Game of Chess.
    7. And we shall play a game of chess, Pressing lidless eyes and waiting for a knock upon the door.

      alludes to Middleton's A Game at Chess and Women Beware Women, which is quoted here in line 138: "Pressing lidless eyes and waiting for a knock upon the door". The character responding has so far been rather preoccupied by thoughts of death ("pearls that were his eyes", "Where the dead men lost their bones"). The closing of eyes is a common action used to prepare the bodies of people who die with their eyes open, hence this line might suggest that in our waking lives we occupy ourselves with fickle pursuits such as games of chess (which we know to be an allegory for sex) to distract us from the often daunting reality that we are all merely living in preparation for death, i.e "waiting for a knock upon the door".

    8. And we shall play a game of chess, Pressing lidless eyes and waiting for a knock upon the door. When Lil’s husband got demobbed, I said— I didn’t mince my words, I said to her myself

      The motif of chess in this section plays well with the recurring instances of manipulation and lack of agency, especially in relation to women earlier in the section. Dido is used as a tool by Venus, who sends her son to seduce and control the queen in an effort to help and support Aeneas. When Dido outlives her usefulness, Jupiter and Venus waste no time in cutting her from Aeneas's path, making a sacrifice of Dido to propel Aeneas towards his promised kingship in Italy. This bears a striking resemblance to chess, which places extreme emphasis on the strategy of sacrificing and abandoning pieces to reach an end goal. The pieces are fully manipulated through the game, and no piece is guaranteed life or safety in the pursuit of victory. This fact gains significance when concerning the origins of chess: the game originally developed to train tactics and leadership skills, and was at certain points in history played with live "pieces" who fought and died to further the game. In connection to the wasteland, Eliot may be implying the natural state of human interaction and life as a form of manipulated struggle, wherein the pieces lack the agency and awareness to protect themselves from ill usage.

    9. II. A Game of Chess

      A common theme linking all of the women we discussed was death, also called "the final silence" by Gish. This manifests in different forms -- the Sybil, for example, is doomed to wither away until she is nothing but a voice, which means she can't die. The narrator in A Martyred Woman (Baudelaire) mockingly addresses the woman's corpse, even though she is permanently silenced: "Reply, impudent cadaver!" "Tell me, ghastly head..." etc. Philomela escapes death when she becomes a nightingale, piping her song forevermore (at least according to Eliot. I still think it's strange that he chose a female nightingale when females supposedly don't sing -- only the males.)

      There is a sense that corporeal vitality and voice cannot coexist. Meaning that Philomela, when she was young and beautiful (corporeally fresh and vigorous) was physically unable to counter Tereus's rape and the mutilation that silenced her. The Sybil will only exist as a voice with no corporeal form. Even in Baudelaire, the dead woman's corpse is depicted as "poured out like a river... red, living blood" which counters her dead state. She is silenced, but body is still testament to the vitality and beauty that continues to move within her.

    10. Good night, ladies, good night, sweet ladies, good night, good night.

      This line, taken directly from Shakespeare's Hamlet, is spoken by Ophelia in the scene before she commits suicide; yet again, Eliot is alluding to a woman who takes her own life out of despair. The women present in "A Game of Chess" are all passive objects, but death remains to them as the only avenue through which they can assume any form of agency. In this scene, an unnamed friend converses with the working-class character Lil about how she needs to make herself more attractive to keep her husband Albert's attention, to which Lil responds that it was an abortion that is ravaging her body. She is powerless to her own fertility and her own sexuality; in that, she is similar to the woman in the first part of "A Game of Chess". With this episode, Eliot is again providing commentary on fertility, but instead perhaps that excess fecundity is promoting cultural decline.

    1. But then it was such a dead time of year, no wild-fowl, no game,

      "No wild-fowl, no game" - Waterfowl and other game birds such as Pheasants, and grouse are not allowed to be hunted now.

    1. Pokémon is something you do, not just something you read or watch or consume

      Pokémon can be a game or a show or what it seem like in this content could be a way of life

    1. While I agree with many of the concepts & justifications given that drive an organization to form teams, however, I disagree with the notion that successfull teams can be "dynamic", or the notion of "teaming on the fly" as viable concepts. I think these ideas lack the psychological foundation of what makes a team and develops trust between the "players". Fundamental to the formation of a team is "identity". Whether it is the "Sharks" vs. the "Jets" in Westside Story or any other. There is the psychological need to belong to something. Then there is the aspect of trust. Each player needs to know their role and trust that the other will perform theirs. Trust is built on familiarity and a developed respect for each player to do their part and I might add self-sacrifice to help or pick-up the slack when your teammate falters. Failure to recognize these facts can be traced to many things. I would offer the comparrisson to modern medical teams that operate this way, however, these are the recreational equivalent of a pick-up game of basketball at the park. The participants know medicine and how to do their particular function, just as the players know how to dribble & shoot, but because they are not together all the time they don't know their tendencies. There is no trust factor that is devleoped. Their responsibility is only to their own objective, that is, do their job and hand it off to the next.

      Teaming in medicine may not be so easy

  6. learn-us-east-1-prod-fleet01-xythos.content.blackboardcdn.com learn-us-east-1-prod-fleet01-xythos.content.blackboardcdn.com
    1. Charles Darwin’s theory of evolutionnot only revolutionized the natural sciences but was also instrumentalizedby those interested in presenting social structures as natural laws. If theexistence of all living things was the result of a merciless fight for survivalthat left only the fittest in the game, human societies could be no excep-tion.

      Would't everybody's definition of who is the "fittest" change with time and setting. Somebody might be really succesful in a metropolitan city, but not have the skills to survive in a more rural place. It is interesting that the German people would then try to use that concept to excuse their own behavior.

    1. Rogue would inspire dozens of successors, including Hack, an extended clone with innovations including a “bones” file, a record of each prior hero who’d died in its world: these could be brought back as uniquely personal undead villains on future runs.

      A beautiful game mechanic

  7. learn-us-east-1-prod-fleet02-xythos.content.blackboardcdn.com learn-us-east-1-prod-fleet02-xythos.content.blackboardcdn.com
    1. Games symbolise concepts ie: chess, a war; monopoly, getting rich, etc. The pieces symbolise and therefore the same game can be played twice. In sports, the same game can never be played twice, because there is always the difficulty of real measurements: the difference between a metre, centremetre, milimetre, and so on into infinity. Hence, pool is a sport.

      i like this definition

    1. Woman: (Suddenly hard) Stop it! Kerry: What? Woman: I said, stop it! Kerry: Stop what? Woman: Whatever you think you're doing! (Small silence) just what game do you think you're playing, slobbering over me like that?

      I was very confused with this section of the passage the women makes It seem like the man is in the wrong for admiring her but its not what she wants?

    1. when the child is teased by peers or when a peer outperforms in a game (Dodge et al., 1985). These are all problematic social situations that will be addressed in the next section

      This section talks about the practices of parents and teachers to help their child or/and adolescent with conduct problems

    Annotators

    1. The promise of this increased transparency, Roza argues, is that it should be easier for administrators, teachers and researchers to connect a school's spending with its student outcomes, making it easier to replicate successes and justify the spending they require — a potential game-changer.

      This will definitely be a game changer. I have worked at schools within the same district before (years ago) and you can tell which school receive the most money. The places that need it the most are the ones that are not getting enough money to meet the needs of the students or the teacher.

    1. most resolute and avant-garde municipal socialists will find themselves in the end, playingthe capitalists game and performing as agents of discipline for the very processes they aretrying to resist’’ (Harvey, 1989: 5). Given such conditions, the participation of non-profitssuch as the FHL in the creation and governance of public space goes hand in hand withincreasing pressure to follow the rules dictated by the growth machine. Its efforts form aprotective layer that abets and legitimates the city’s neoliberal sustainable growth agenda(Mayer, 2007)

      LU projects like High Line promote the growth machine...

    Tags

    Annotators

    1. I don't personally follow any big brands on social media, but I do follow influencers who will occasionally showcase products or services they like — if you work for a small-to-medium sized company, this could be a good avenue to consider.

      For a product I'll be launching this spring, I'm planning on using influencers as a way to drive brand awareness and engagement in the card game/board game community. Going to send them a prototype and ask for their candid thoughts and feedback!

    2. but it's still largely a shot in the dark.

      1) It's funny how traditional marketing has been devalued so much as society has evolved. I get it; traditional marketing is so much less precise than digital marketing. But for a time, it didn't need to be because of the selection available--or rather, because there was a lack of online shopping (which has nullified the power of geographical marketing). I would even extend that idea to say there was less saturation of most product markets in general, as department stores were in their hey days, but I'm probably oversimplifying some things.

      2) At the same time, because I only have apps (e.g., Netflix, Paramount+) on my TV, I have no knowledge of a good number of movies out right now, and my hype for most of the upcoming Marvel movies isn't the same because I'm not inundated with the knowledge of their one-liners, their cross-over cameos, and (most importantly) their release dates. Perhaps it doesn't matter as much for movies since those are pretty split-second decisions consumers can make, though. For instance, I only realized "Shang-Chi" was an imminent thing a week before it came out, but I still saw it pretty quickly because I was interested in it at its face value--Asian superhero, some mythical bits, less pertaining to the fallout of "End Game." On the other hand, I didn't realize "Black Widow" was out until it was already in theaters, and because it wasn't pushed on me beyond a few social media posts that I scrolled past, I didn't know enough to be more than neutrally interested because of my familiarity with the franchise. In short, this is a very long way of saying, "Even if mass media advertising can bring in fringe people, how much does the probability of conversions pale in comparison to digital marketing's ability among people with similar interest levels?"

    1. his tattoos was digitized and the purpose was for they couldn't steal what tattoos he had . its benefit to him for +people won't steal what's on his body people could try and+ pretend to be him . +t was intended because that could impact others (:

    2. “My tattoos are a part of my persona and identity,” James wrote in a declaration of support for Take-Two and 2K Games. “If I am not shown with my tattoos, it wouldn’t really be a depiction of me.” THE NEW YORK TIMES

      Tattoos are important to one's identity. Athletes are bothered by digitalized versions of them mimicking their tattoos and tattoo artists owning a personal

    3. Artists have an incentive to sign rather than pass up a client who could be a billboard for their work.

      Artists don't reject tattooing a famous athlete because they want the fame and glory of their work being known.

    4. Players’ unions, many of which license the players’ likenesses to video game publishers,

      Players' unions have more control over an athlete's tattoos and significant art displayed on their body than the player themselves.

    5. Lawyers generally agree that an implied license allows people to freely display their tattoos in public, including on television broadcasts or magazine covers. But when tattoos are digitally re-created on avatars in sports video games, copyright infringement can become an issue.

      An implied license allows people to show off their tattoos to the public but when those tattoos are digitally re-created, copyright infringement gets in the way.

    6. The company faced a copyright infringement lawsuit after the cover of the game NFL Street included an illustration of running back Ricky Williams and some of his tattoos, but the artist withdrew his claim in 2013.

      Electronic Arts, a game developer and publisher company, faced a copyright infringement lawsuit over the cover of their game, NFL Street, displayed a cartoon version of Ricky Williams and his tattoos.

    7. Any creative illustration “fixed in a tangible medium” is eligible for copyright, and, according to the US Copyright Office, that includes the ink displayed on someone’s skin.

      Athletes don’t own their tattoos because any creative illustration that is “fixed in a tangible medium” can be copyrighted by the creator of that art.

    8. When LeBron James bounds down a basketball court, he is both a transcendent athlete and a prominent palette for dozens of tattoos.

      He is a palette for tattoos.

    9. “They shouldn’t be allowed to tell LeBron James that he can’t make deals to license his likeness,” he said. “The ability of the celebrity, or really anyone, to do that is an element of their personal freedom.”

      HARM- artists don't get the right to be portrayed as they are

    10. Although video game companies already pay to license copyrighted music, they may want to avoid the cost — as well as the logistical burden — of negotiating with hundreds of artists for rights to their tattoos

      -HARM- The video game companies, who have to go through more legal work, and the celebrities who want to be portrayed as they are.

    11. Artists have an incentive to sign rather than pass up a client who could be a billboard for their work.
      • BENEFIT- certain tattoo artists benefit buy getting a better sale.
    12. From a business perspective it would be more feasible to strip them from the game, or to put some type of designs in the public domain on their bodies,” Prof King said. That would be a departure from the mission of publishers like 2K Games, which has tried to replicate basketball players as closely as it does their teams’ uniforms, playbooks and arenas.

      :) These impacts are unintended, the goal of the copyright is just to ensure that the tattoo artists get recognition for their work.

    13. “My tattoos are a part of my persona and identity,”

      The goal of digitizing it is to accurately portray the celebrity since many people see their tattoos as a part of them.

    14. What many people don’t realise, legal experts said, is that the copyright is inherently owned by the tattoo artist, not the person with the tattoos. For most people, that is not a cause for concern. Lawyers generally agree that an implied license allows people to freely display their tattoos in public, including on television broadcasts or magazine covers. But when tattoos are digitally re-created on avatars in sports video games, copyright infringement can become an issue.

      Tattoos on famous people is being digitized

    15. “My tattoos are a part of my persona and identity,” James wrote in a declaration of support for Take-Two and 2K Games. “If I am not shown with my tattoos, it wouldn’t really be a depiction of me.” THE NEW YORK TIMES

      Summary: The right for tattoo artists to copyright their work in different mediums is explored.

    1. All the waiters had stopped, and all the people had stoppedeating, and the patio looked like a frozen place, a garish game offreeze tag.“I have my own Steinway at home,” she said.“How nice,” the pianist said.“And I’ve played,” she said, and paused. “I’ve played in ... manysituations.

      the world is through the will, connects back to the idea that mother believes the world is run by will not love

      similar to harrison believing that she can will herself to nto care about the world

    Annotators

    1. At least one of those 2 categories should tie into your challenge. The next step is to create a list for each category filled with elements of these two experiences. Try to list as many items as possible in two minutes

      this is a great idea however I feel that the two minute time limit is not enough time and becomes more of a game. This technique does have a place with less complicated brainstorming ideas.

    1. 沙盒是一个虚拟世界,玩家可以在其中拥有并定制 16.6 万块不同的地块。地主可以做任何他们想做的事情:建造游戏、虚拟博物馆或其他创意作品。

      在 The Sandbox 中,每个人都可以制作游戏、设计时尚角色或通过每日任务或每周任务来赚取SAND 代B。

      The Sandbox 中的每个人都为游戏的生态系统做出了贡献,因此每个人都会获得奖励。

    1. 28 Pub servers would need to be expanded to keep up with a sudden influx of new users. A potential scalability issue is the size of the append-only log feeds stored on a user's device growing over time. Metrics According to a network crawl run by a developer in Nov 2019, there were around 16,000 nodes on SSB visible to his node. Implementations & Applications A list of applications built on SSB. Social application clients on the SSB network include: • Patchwork, a desktop application • Patchbay, a fully compatible alternative to Patchwork • Oasis, a desktop application • Feedless, an iOS application • Manyverse, a mobile application • Planetary, a mobile application Other applications include: • git-ssb, a git interface using SSB • Ticktack, a blog publishing app with private messaging • Infinite Game, a calendar, event tool, and time picker Links • Overview • SSB concepts • Dark Crystal SSB protocol docs • 3Box comparison of P2P DBs: GUN, OrbitDB, Scuttlebut

      Links

      https://hyp.is/eimMKCpREemNrwMsTuWcrQ/medium.com/3box/3box-research-comparing-distributed-databases-gun-orbitdb-and-scuttlebutt-2e3b5da34ef3

    1. Differences in intensity levels could also be due, in part, to a differential presence of connective tissue in the face between dogs and wolves,

      With this being mentioned I thought of how through out our day how different social aspects can affect our facial features aswell. for example if we were playing a game of softball we are more likley in an intense surrounding with more emotions coming from our face compared to when we are in class or doing homework.

    1. Hypo.thesis apparently can't handle page 96, so here are my notes on it. New note: "'Or complex,' volleyed Dunraven. 'Remember the universe.' Funny banter isn't something I've seen in many other Borges stories, but he's good at it. New note: "volleyed Dunraven." Borges breaks the rules a bit by using a descriptive dialogue tag. I think he does it really well, though. "Volleyed" communicates more than, say, "retorted." It tells us a bit about Dunraven's tone and what kind of comment he's making, which is already clear because Borges' dialogue is sharp and clear, but it also tells us that Dunraven might think of conversation as a game or a competition. Originality helps here, too. I don't think I've seen "volleyed" used as a dialogue tag anywhere else. New note: "Climbing up steep sandy hills...." Their walk needs a little more specificity, in my opinion. Maybe it would be more clear with a description of these characters coming over a hill past Dunraven's family shack and seeing the labyrinth in the distance, or something like that. The beginning of this paragraph was pretty disorienting at first. The disorientation definitely could be intentional, though. Borges could be setting something up with that vagueness.

    Annotators

    1. The joys of soccer are only open to those initiates who have rubbed shoul-ders with the rules, skills, institutions, and traditions that maintain the game. One cannotfind pleasure in “a diving header” or a beautifully crossed “corner kick” unless one hasbeen taught the necessary skills. In turn, skill development relies upon a vibrant soccerculture.

      you find pleasure from the experience of performing physical activity that enables you to perform an activity that is culturally accepted.

    1. 33:34 - 36:35

      "We have operated both with the sense of urgency that comes of seeing how much harm is done by critique as its habitually enacted, and against that urgency. What do I mean by against that urgency? Perhaps we share a suspicion that drives to fix critique.Or to replace the current haphazard ways it gets practiced with something just a little less harmful if they aren't embedded in a will to see plainly, and to name plainly how the form serves oppressive forces. Will become a way of avoiding the deeper transformation that is called for. To return to Matthew Goulish's words, we discover our approach and we follow it. But what if you start to discover that yours appears to be an incredibly slow approach? Even an ambivalent one. Appears to need a long gestation period. Appears to want not to be published. Yet; at all. As anything like findings. And still it feels important to show up. Can something contribute to a shift in the field in these conditions? Without overperforming certainty. Or trying to lay claim to anything like a territory. Could ambivalence serve as a point of attachment? Could the work of not trying to settle in advance the relation of ambivalence to urgency become precisely the matrix we need for all the kinds of unmakings this moment calls for. If the long game is transformation of the practices of learning to generate ever more just and equitable conditions that serve abroad and thickly differentiated us.Then it's incredibly useful to let critique keep showing its hand. Revealing itself as a tool for Recentering or hyper centering. The already centered and further marginalizing or attempting to disappear the already marginalized. Each of us in the retooling critique working group in our own ways, and often in dialogue with one another, has taken some form of this approach. To study the thing in the act of doing the thing and to introduce into that study. Or maybe via that study? Kinds of noise that forced the form to reconfigure. And in so doing, perhaps to take some of the broader context with it. In orienting a new to the kinds of presents and futures that call.

    1. WE HURT WHERE we care

      My dad has always told me this. Relating it to athletics, I would always get upset after losing a game and my teammates around me always seemed to brush it off. I would tell him this and he would tell me that I'm getting frustrated because I care about the sport more than they do. I've always related this quote to my life.

    1. Note: This rebuttal was posted by the corresponding author to Review Commons. Content has not been altered except for formatting.

      Learn more at Review Commons


      Reply to the reviewers

      Reviewer #1 (Evidence, reproducibility and clarity (Required)): In this paper, the authors use a previously published method SHAP for interpreting deep learning (DL) models (specifically LSTMs) that are trained for predicting physicochemical attributes of peptides (such as antigenicity and collisional cross section). The paper shows that it's capable of identifying some amino acid residues contributing to the prediction results of the DL models. Reviewer #1 (Significance (Required)):

      1. One main ideas of the paper is to use SHAP for determine the significant amino acids at each position (or pairs of AA at each position) contributing to the prediction. Some of the interpretation results are consistent with findings reported previously. This is very nice; however, most of these findings are statistical results such "XX is often present at the second position for the peptides with the positive outcome", which are relatively straightforward and may be derived by using some statistical methods without using DL models. We expect more complex patterns can be discovered in addition to these statistical observations.

      We thank the reviewers for these comments.

      First, to the point about discovering complex patterns, we note that one use of PoSHAP we discuss later in the paper is that PoSHAP enables interposition dependence analysis, which depends on interactions between residues and would not be reflected by summary statistics.

      Second, we agree it is important to show whether PoSHAP produces different residue importance maps than simple statistical summaries of amino acids in each group. The strongest binding peptides, or the highest mobility for the CCS model, were determined by taking only peptides that fall above a linear regression best fit of the ranked experimental values. Statistical summary heatmaps were created and then compared to those from PoSHAP revealing some similarities but also many differences. We added the following text and new figure to the results section to illustrate these points:

      “We wondered whether the patterns revealed by PoSHAP simply reflect the summary statistics for the high-binding or high-CCS subset of peptides. As expected, due to known differences in amino acid abundance across the proteome, the prevalence of amino acids was different across the training data and were also heterogeneous across positions (Figure 5A). To determine the subset of high CCS peptides, peptides were ordered in the training set by their CCS rank and then linear regression was performed to get the average trend line (Figure 5B). Any peptide above that trendline was defined as “high CCS”, and the frequency of amino acids at each position in this set was summarized using a heatmap (Figure 5C). Compared to the statistical amino acid frequencies, PoSHAP suggests a greater importance to arginine at both termini, the importance of tryptophan to increase CCS becomes apparent, and interior glutamic acid contributes less to high CCS than the frequencies would suggest (Figure 5D). The same analysis was repeated for MHC data (Supplementary Figures 9 and 10). This demonstrates that PoSHAP found non-linear relationships between the inputs and the outputs that are not present by simple correlation. “

      Figure 5: Amino acid summary statistics differ from PoSHAP values for the CCS data. (A) Amino acid counts as a function of position for training data. (B) Procedure for picking the ‘top peptides’ with the highest CCS. Linear regression was performed on the peptides ranked by their actual CCS value. Any peptide that fell above the trendline and overall mean were defined as ‘top peptides’. (C) Counts of amino acids for the top peptides were summarized in a heatmap. (D) Mean SHAP values across amino acids and positions from PoSHAP analysis.

      We also added the corresponding supplemental figures showing the same examples for the MAMU A001 model and human MHC models:

      Supplemental Figure 9: Amino acid summary statistics differ from PoSHAP values for the A001 MAMU MHC I data. (A) Amino acid counts as a function of position for training data. (B) Procedure for picking the ‘top peptides’ with the highest CCS. Linear regression was performed on the peptides ranked by their actual CCS value. Any peptide that fell above the trendline and overall mean were defined as ‘top peptides’. (C) Counts of amino acids for the top peptides were summarized in a heatmap. (D) Mean SHAP values across amino acids and positions from PoSHAP analysis. For the MAMU model, the amino acid frequencies of the input peptides show no obvious preference for amino acid position, but some amino acids are over-represented overall. The presence of the “end” token is more likely to be a high binder statistically (C), but the PoSHAP reveals that this end token is not the main determinant of binding (D).

      Supplemental Figure 10: Amino acid summary statistics differ from PoSHAP values for the human A1101 MHC I data. (A) Amino acid counts as a function of position for training data. The distribution of amino acids in this data. (B) Procedure for picking the ‘top peptides’ with the highest CCS. Linear regression was performed on the peptides ranked by their actual CCS value. Any peptide that fell above the trendline and overall mean were defined as ‘top peptides’. (C) Counts of amino acids for the top peptides were summarized in a heatmap. (D) Mean SHAP values across amino acids and positions from PoSHAP analysis. There are clear differences between the summary statistics of top peptides (C) and PoSHAP heatmap (D). For example, the end token is prominent in the summary statistics absent from the PoSHAP interpretation. Also, the preference for S/T/V at position two is tempered according to PoSHAP, but would be determined to be very important by the summary statistics.

      Although the interpreting results reported in the paper largely agree with previous reports, the paper did not explicitly model the frequency of different amino acid in the training data. For instance, if the amino acid 'A' happens to be over-represented in the positive samples of peptides in the training data, the DL model may consider it as to contribute to the positive prediction, which may not be not true. This issue might become more serious when pairs of amino acids are considered. The authors may want to analyze this potential issue in their results.

      We agree and understand the concern for the overrepresentation of amino acids that might skew the training of our models. To determine if this is an issue, as part of the response to the previous question, we looked at the amino acid counts for all peptides (Figure 5A, Supplemental Figures 9A and 10A). In general, the PoSHAP heatmaps (panel Ds in the same figures) look very different from the frequencies of amino acids (panel Cs in the figures), suggesting that amino acid frequencies have not caused any problem.

      Even on a balanced training dataset, the LSTM model to be interpreted may still contain arbitrary bias due to invertible overfitting, which the authors did not discuss. It will be more convincing by training multiple models using different hyper-parameters and optimization algorithms, and then see if similar interpretation results can be reached among most or all of these models.

      We assume the reviewer meant ‘inevitable overfitting’ instead of “invertible overfitting”? If so, the original manuscript did assess overfitting in Figure S4 based on the training and validation loss over training epochs.

      We think the reviewer makes a good point that different models might produce different interpretations, so we trained new models without optimization and with different hyperparameters and with a different optimizer (RMS prop). We see essentially the same PoSHAP interpretations. We added the following text to the results section along with these three new supplemental figures:

      “Given the dependence of the model interpretation results on the model used, the same model architecture trained with different parameters might result in different model interpretation. Given this, models for each of the three tasks mentioned here were retrained with different hyperparameters including the “RMS prop” optimizer. Each model produces similar or better prediction performance compared to the earlier version, and the model interpretation by PoSHAP was almost identical to the previous results in all three cases (Supplementary figures 12, 13, 14). This suggests that the model architecture drives the differences in interpretation, not the model training process.”

      Supplemental Figure 12. PoSHAP Analysis of Mamu A001 With Unoptimized Hyperparameters and RMSprop. A new model for the Mamu data was trained using the same architectures but with different hyperparameters and RMSprop as the optimization algorithm. Loss was plotted as mean squared error compared to the validation data. (A) Similar metrics for MSE, r, and p-values were obtained (B). Similar patterns are also observed for the PoSHAP heatmap of A001. (C) A dependence plot for A001 shows similar patterns to the Adam optimized model, including the positional dependence of proline at position two for high SHAP values of serine and threonine.

      Supplemental Figure 13. PoSHAP Analysis of A:11*01 With Unoptimized Hyperparameters and RMSprop. A new model for the A:11*01 data was trained using the same architectures but with different hyperparameters and RMSprop as the optimization algorithm. Loss was plotted as mean squared error compared to the validation data. (A) Similar metrics for MSE, r, and p-values were obtained (B). Similar patterns are also observed for the PoSHAP heatmap of A:11*01. (C) The SHAP ranges by position plot for A:11*01 shows similar patterns to the Adam optimized model, including the largest range of SHAP values at position two, nine, and ten.

      Supplemental Figure 14. PoSHAP Analysis of CCS With Unoptimized Hyperparameters and RMSprop. A new model for the CCS data was trained using the same architectures but with different hyperparameters and RMSprop as the optimization algorithm. Loss was plotted as mean squared error compared to the validation data. (A) Similar metrics for MSE, r, and p-values were obtained (B). Similar patterns are also observed for the PoSHAP heatmap of CCS. (C) Dependence analysis was performed on the dataset and the combined distance-interaction type bar plot shows similar relationships between the groupings, notably charge repulsion’s split.

      For the dependence analysis, it is not completely clear why the distance is used as the variable, while the relative position of the amino acid residue in the peptide is ignored. For example, if there is a strong interaction between the first and the last residues in the peptide, their distance changes depending on the peptide length. In figure 6, the authors showed strong interactions between amino acid that are 8-9 residues apart may suggest the peptide length actually plays a role here.

      We used distance because as the dependence analysis is a calculation of the difference in means between two distributions of SHAP values, dependent of the amino acid at another position. We believe that the distance between these interacting points is a natural choice and among the most informative metrics to explain these interactions. We agree with the reviewer that peptide length is important to the magnitude of the interactions between amino acids. We also recognize that there may be interactions between the peptide termini that could be obscured by the interactions of the longer peptides. To better explore this possibility, we performed the dependence analysis on each of the different peptide lengths separately (8, 9, or 10 here) to see if this is the case. Unfortunately, given the smaller size of these data subsets, we were unable to show significant differences in the interaction groupings. Though, interestingly enough, the significant interactions for the peptides of length eight only occurred between neighboring amino acids or the termini. This may suggest an interaction between termini that could be explored in the future.

      We added the following text and supplemental figure 11 to the results:

      “Finally, to try to ask if the absolute positions of amino acids in the peptide are relevant for the interaction, the data was split into 8, 9, or 10mers before analysis (Supplemental Figure 11). This revealed that there may be interactions between the termini, but this effect may be difficult to observe because there are significantly fewer 8mers and 9mers in the CCS dataset.”

      Supplemental Figure 11. SHAP Values of Collisional Cross Section by Peptide Length. The impact of peptide length on SHAP values was explored for the CCS data. The dataset was split into peptides of length 8, 9, and 10. All SHAP values were plotted as violin plots. The mean SHAP values were plotted in heatmaps by position and amino acid and standardized. Significant interactions by dependence analysis were plotted in bar charts by distance between interactions.

      To further support our decision to use distance as an interaction metric, we have also now included an additional box plot for Figure 7, demonstrating the interactions between each of the categories combined with distance. We have found that some of the bimodality of the interaction categories are explained by the distance at which they interact. Most strikingly is charge repulsion that decreases CCS when neighboring but increases CCS when the interaction is further.

      We added the following text and updated Figure 7 to the results section:

      “Additionally, there are interesting differences in the interactions of the amino acid among the significant set of interactions (Figure 76B). All significant interactions from the CCS data (Supplemental Table 3, adj. p-value Though it is evident that the mean of each interaction type corresponds to the expected impact those interactions would have on CCS, each of the interaction dependence plots are bimodal, with some interactions increasing CCS and some decreasing it. To dissect this observation further, we combined the two methods of splitting the data to see if the bimodality of interaction types would be resolved by distance (Figure 7C). Though definitive conclusions cannot be made for most categories, likely due to the ever decreasing sample size by splitting, of note is the difference between neighboring charge repulsion and non-neighboring charge repulsion. Neighboring charge repulsion seems to decrease CCS while distant charge repulsion increases CCS (see adjusted p-value from Tukey’s posthoc test in Figure 7D). When distant, charge repulsion makes intuitive sense as the amino acids are forced apart, linearizing the peptide and increasing the surface area. When neighboring, it is possible that the repulsion causes a kink in the linear peptide, decreasing the cross section. Overall, these analyses demonstrate that the models were able to learn fundamental chemical properties of the amino acids and through PoSHAP analysis we were able to uncover them.”*

      Figure 7. Dependence analysis of CCS model. (A) Significant (Bonferroni corr. P-value = charge repulsion, * = other, and δ = polar. For the distance analysis, interactions were grouped into three categories, neighboring (distance = 1), near (distance = 2, 3, 4, 5,6), and far (distance = 7, 8, 9). * indicates significance (ANOVA with Tukey’s post hoc test p-value

      Also, it would be better to show that how the result looks like when applying this method to peptides in the negative samples (e.g., the peptides that are not bound by MHC in the antigenicity prediction experiment). Will the interpreting results also be negative?

      We agree this is an interesting idea. We updated the supplemental figure showing PoSHAP of top peptide subsets to also show PoSHAP of bottom peptide subsets (supplemental figure 8). The results suggest that certain amino acid positions are detrimental to binding, for example D/E at various positions. We updated this section to add:

      “We also performed the same analysis with the eight peptides with the lowest binding predictions (Supplemental Figure 8). These PoSHAP heatmaps are primarily composed of negative SHAP values, suggesting that using this subset reveals amino acids at certain positions that are detrimental to MHC binding.”

      Supplemental Figure 8. Pooled PoSHAP for bottom and top predicted subsets of the data. The mean SHAP values for each amino acid at each position were calculated for the peptides with the bottom (A) or top (B) 0.013% predicted intensity (top 8 peptides) for the “A” Mamu alleles. Due to the small sample size, most of the amino acid positions have a value of zero. The positions with extreme values, however, illustrate important amino acids for prediction. Notably for A001 and A002, aspartic acid and glutamic acid contribute to low prediction along the peptide, suggesting charge may inhibit binding. For the top predictions, phenylalanine or leucine are important at the first position for both A001 and A008. A serine or threonine at position two is important for A001, A002, and A008. All alleles demonstrate the importance of a proline near the middle of the peptide.

      Finally, it will be interesting to see the interpreting results when the method is applied to the DL models on more challenging tasks such as the prediction of tandem mass spectra of peptides. The authors may want to discuss these applications.

      We agree it would be very interesting to apply this method to interpret predictions of tandem mass spectra. In this paper we already demonstrated PoSHAP on three different datasets with three different models, so we feel that adding a fourth model is out of the scope of this work. We do agree that we would like to explore this option in the future. We added this idea to the discussion section:

      “Altogether the advances described herein are likely to find widespread use for interpreting models trained from biological sequences, including models not covered here such as those to predict tandem mass spectra (reviewed in 33).”

      I am primarily interested in algorithmic and statistical problems in genomics and proteomics. We have develop deep learning models for predicting the full tandem mass spectrum of peptides, and am interested model interpretation methods to explain the fragmentation mechanism resulting in non-conventional fragment ions in tandem mass spectra of peptides. I review the paper in collaboration with my Ph.D students, who are developing deep learning models for computational mass spectrometry.

      Reviewer #2 (Evidence, reproducibility and clarity (Required)): **Comments to the Authors** In this study, the authors developed a framework named PoSHAP for the interpretation of neural networks trained on biological sequences. The current manuscript can be stronger if the following issues can be clearly addressed.

      1. As interpreting model with SHAP is a vital part of this manuscript, it would be better to provide descriptions of the underlying principles of SHAP to enable the readers to understand the paper easily.

      We recognize that understanding the principles of SHAP is vital. To better explain SHAP, we have added the following text to the introduction:

      “SHAP is a perturbation-based explanation method where the contribution of an input is calculated by hiding that input and determining the effect on the output. SHAP expands this using the game theoretic approach of Shapely values that ensures the contributions of the inputs plus a calculated baseline sum to the predicted output.”

      It is emphasized in the manuscript that PoSHAP is introduced to interpret neural networks trained on biological sequences. However, it is not clear why the authors choose the Model Agnostic Kernel SHAP, which is based on Linear LIME. Although it can be used for any model, the performance of which may not be optimal. In this regards, perhaps Deep SHAP or Gradient SHAP is more appropriate, both of which are designed for deep learning networks [1]. It would be better to provide some additional experiments on Deep SHAP and this work will be more convincing if the same or similar contribution of each position on each peptide as that of Kernel SHAP. [1] Lundberg, S., and S. I. Lee. "A Unified Approach to Interpreting Model Predictions." Nips 2017.

      Our goal in using KernelExplainer was to demonstrate that PoSHAP was not dependent on model specific interpretation methods. However, we have realized that this intention may not have been clearly stated or demonstrated. To expand on this, we have included a new Figure 8, which shows PoSHAP analysis comparisons to other classes of machine learning models, all using Kernel Explainer. This result was interesting because it revealed that even though the XGboost model technically performed better at prediction (Figure 8A, reduced MSE and higher spearman rho), and produced a similar PoSHAP motif heatmap, the interpositional dependences from the perspective of distance (Figure 8C) or chemical interactions (Figure 8D) were substantially muted. This is also apparent with the other standard machine learning model ExtraTrees. This result shows that the choice of model architecture is important, and this direct comparison would not be possible if we used the DeepExplainer.

      We added the following text and figure to the manuscript:

      “ PoSHAP uses the SHAP KernelExplainer method, which is based on Local interpretable model-agnostic explanations (LIME). Using the general KernelExpplainer method enables direct comparison of interpretations produced by different models trained from the same data. To ask whether PoSHAP interpretation changes based on the model used, the CCS data was used to train XGboost or ExtraTrees models. Surprisingly, the XGboost model performed better than the LSTM model with regard to MSE and spearman rho between true and predicted values in the test set (Figure 8A). ExtraTrees was slightly worse than the other two models. The model interpretation heatmaps from PoSHAP were similar between the LSTM and XGboost, but the interpretation from the ExtraTrees model was missing the high average SHAP due to n-terminal histidine or arginine (Figure 8B). Even though XGboost produced a similar PoSHAP heatmap, the interpositional dependence with regard to distance (Figure 8C) and chemical interactions (Figure 8D) was muted. This shows that the choice of model is important for revealing amino acid interactions.”

      Figure 8. CCS PoSHAP of Various Machine Learning Models. PoSHAP analysis was performed on two additional machine learning models, Extra Trees and Extreme Gradient Boosting (XGB). Predictions were plotted against experimental values and the Mean Squared Error and r values are reported for each model (A). PoSHAP heatmaps were created for each model (B), illustrating an increase in model complexity as more sophisticated models are used. Dependence analysis was performed on each model and the significant interactions are plotted by distance (C) and by combined distance and interaction type (D).

      As described in the manuscript, "Correlations between true and predicted values were assessed by MSE, Spearman's rank correlation coefficient, and the correlation p-value." As an important indicator for evaluation, the exact p-values should be provided in the seven subgraphs in Figure 2, not p=0.0.

      We agree with the reviewer that reporting accurate p-values can assist in evaluation. We have updated the figures to reflect the p-values as far as we were able to determine them. Unfortunately, we are limited by the nature of the double data type in python and so reported that the p-value was less than the minimum value allowed by a double in six of the seven graphs. Additionally, the scales have been marked symmetrically as you mentioned in comment 4.

      It should be noted that the coordinate scales of Figure 2B and Figure 2C need to be marked symmetrically. And from Figure 2B, we can see that, the IC50 with smaller (0.8) values cannot be well predicted. Can the authors provide a detailed explanation about these results?

      We understand the reviewer’s concern with poor prediction of extreme values. Figure B represents the IC50 prediction for the A1101 human allele which was the smallest of the datasets we used for training. It only consists of 4,522 entries, around 1/10 of the data used for the Mamu alleles and CCS. Because of this, it is likely that there were not enough examples of datapoints at the extremes to reliably train the model to account for them. However, given the limited size of the dataset, we were surprised with the satisfactory predictions. More importantly, the purpose of our paper is model interpretation not model prediction accuracy, and this shows that even when predictions are not perfect, the model interpretation by PoSHAP can still be effective. We thank the reviewer for noticing this and added the following statement to the results:

      “Remarkably, this was achieved for A\11:01 using a total dataset of only 4,522 examples, which shows that PoSHAP can be effective with even less than 10,000 training examples. “*

      References are needed in some descriptions in the manuscript. For example, "one might train a network to take an input of peptide sequence and predict chromatographic retention time", "RNNs have found extensive application to natural language processing, and by extension as a similar type of data, predictions from biological sequences such as peptides or nucleic acids".

      We apologize for missing these references. We have now cited these statements and have added many additional references as part of our revision.

      The description of the adopted three models in the section "Model architecture" is a bit confusing. As described in this section, "The LSTM layer outputs a 50x128 dimensional matrix to a dropout layer where a proportion of values are randomly set to 0", "a second LSTM layer outputs a tensor with length 128 and a second dropout layer then randomly sets a proportion of values to 0". But as shown in the Supplemental Figure 3, the output size of the first LSTM was 10x128. Also, as shown in Table 1, the dropout rates were not 0. Therefore, the section should be adjusted for clear clarification.

      We apologize for the confusing wording. We meant that dropout layers randomly set values=0, not that the dropout proportion was 0. We reworded this part to read:

      “The LSTM layer outputs a 10x128 dimensional matrix to a dropout layer where a proportion of values are randomly “dropped”, or set to 0. For the MHC models, a second LSTM layer outputs a tensor with length 128 to a second dropout layer. Then in all models, a dense layer reduces the data dimensionality to 64. For the MHC models, the data is then passed through a leaky rectified linear unit (LeakyReLU) activation before a final dropout layer, present in all models.”

      Reviewer #2 (Significance (Required)): Pls refer to my comments provided as above.

      Reviewer #3 (Evidence, reproducibility and clarity (Required)): **Summary:** The main goal of the work is to provide the interpretation of Deep Neural Networks (LSTM in the paper) trained on biological sequences. For this purpose authors used the framework introduced earlier - SHapley Additive exPlanations (SHAP), in particular - the slight adaptation of this method called positional SHAP (PoSHAP), because they are interested in the impact of each position of the input sequence to the model output. They demonstrate this on three regression tasks that predict peptide properties. **Major comments** The main contribution, highlighted in the paper: authors showed how PoSHAP discloses amino acid motifs that influence MHC I binding. Further they described how PoSHAP enables understanding of interpositional dependence of amino acids that result in high affinity predictions. Also they argued that this work also contributes to a method for accurate prediction of peptide-MHC I affinity using peptide array data enabled by novel application of a neural network that combines amino acid embedding and LSTM layers.

      There are some comments about the statements above: 1.Why was the LSTM model chosen? Recent publications showed the success of the Transformer model for biological sequences; however this direction was not covered in the related work overview. The architecture choice then should be better justified. Also the choice of LSTM for the biological sequences is not new and authors should better claim their statement about "novel application of a neural network that combines amino acid embedding and LSTM layers ". Where exactly is the novelty? Could the community use the pretrained embeddings for their purpose?

      The reviewer is correct that transformer models are highly effective for making predictions from biological sequences. In fact, many models do well, and there is no single correct choice of model for this task. Though there are many models to choose from, our models are sufficiently accurate. Importantly, the main contribution of our manuscript is not to train the most accurate models, but rather to demonstrate a strategy for positional model interpretation based on SHAP. Related to that point, please note our response to reviewer #2’s second comment that our approach uses the kernel explainer and can be applied to any model. However, we do agree that we neglected coverage of the transformer model in the introduction and have added a paragraph to the introduction covering some of the recent work in this area:

      “Many effective deep learning model architectures are available for making predictions from inputs of biological sequences, and there is currently no single correct choice. CNN models such as MHCflurry 2.0 (40) and LSTM models are effective at predicting MHC binding of peptides (41). Even simpler models, such as random forests, have been used to predict MHC binding (42,43). Prediction of other peptide properties like tandem mass spectra are often done with CNN or LSTM models (33). More recently, given the extraordinary performance of transformer models like BERT (44) and GPT-3 (45) for NLP, there is interest in transformer models for biological sequences (46).”

      We also want to be sure we do not overstate the novelty of our contributions. We have updated our discussion to better reflect the nature of our contributions. We reworded the statement quoted above to read:

      “Overall, the three modeling examples laid out herein serve as a tutorial for PoSHAP interpretation of almost any model trained from almost any biological sequence.”

      The attention mechanism itself provides the great opportunity to interpret the model predictions. In the introduction section authors made a statement that attention layers may limit the flexibility of model architecture when designing new models. Could they better explain this limit? Because recent state of the art models successfully work with long biological sequences and show better results then any other models (one example could be found here: https://openreview.net/pdf?id=YWtLZvLmud7). Authors should cover these limits more, that also related to the motivation of the LSTM choice.

      We added a paragraph to our introduction to expand on attention and its limitations:

      “Attention mechanisms have been successful in recapitulating experimentally defined binding motifs, but require that the model be constructed with attention layers. This may limit the flexibility of model architecture when designing new models. For example, attention mechanisms are specific to neural networks. Simpler models, such as random forests and XGboost, may also be more suitable for some applications, and these cannot utilize attention. Also, while attention mechanisms are currently very effective, there is always a possibility that new architectures will emerge that make interpretations using attention infeasible. Beyond this, attention is a metric of the model itself, while SHAP values are calculated on a per input basis. By looking at the model through the lens of the inputs, we can understand the model’s “reasoning” behind any peptide. Attention mechanisms also do not enable dissection of interpositional dependencies between amino acids. Thus, new methods for model agnostic interpretation are desirable.”

      Another statement was made about the PoSHAP - adaptation of the SHAP method. It is hard to follow through the explanation of this adaptation - it is not clear what exactly is this adaptation. For example, Kernel SHAP from the original paper computes feature importance, in this paper authors compute the impact of each position, that is basically also the feature importances. Thus authors should better explain the statement about PoSHAP novelty. Will it be possible to use PoSHAP for any other model trained for the same purpose? If yes, for better reproducibility, authors should provide the place where exactly in the repo is the code for this. Also mathematical notations are missing in the Positional SHAP (PoSHAP) section - it is better to explain the adaptation with them to increase the understanding of the section.

      We apologize for the ambiguous wording in the abstract stating that “PoSHAP adapts SHAP”. We have reworded this statement to “PoSHAP utilizes SHAP”. The novelty of this approach is taking the feature importance values calculated by SHAP and structuring them to include each position’s index to allow for the interpretation of biological sequences. As we demonstrate here, this allows for novel interpretations of previously published data and will enable model interpretation in future studies that learn from biological sequences. Although this is practically very simple, we are not yet aware of any examples in the literature that do this.

      The following two SHAP force plots demonstrate the difference between using SHAP as-is versus PoSHAP. There is a demonstrated need for such a framework, considering the dearth of biological sequence model interpretation using SHAP and the ambiguity within biological sequence SHAP interpretation. For example, Meier et al., Nature Communications, 2021 performed an analysis like our Figure S7C, which just shows the range of SHAP values per residue. Although we can learn something about which AAs are important based on the range of their SHAP values, SHAP as-is doesn’t reveal a motif. While our position indexing is a simple change, it enables all the rich, sequence dependent analysis we performed in this paper. We added the following text to the results section with this new supplementary figure:

      “PoSHAP utilizes the standard SHAP package but adapts the analysis by simply appending an index to each input and maintaining positional information after the kernelExplainer interpretation, which enables tracking of each input postion’s contribution to an output prediction (supplementary figure 5, showing force plot with and without index).”

      Supplemental Figure 5. SHAP Forceplots Demonstrating PoSHAP Indexing. Two forceplots were created with the SHAP forceplot method of the third peptide in the CCS testing set. (A) shows the plot with encoded inputs mapped to their amino acid. (B) shows the plot with the encoded inputs mapped to their amino acid and position. The addition of positional indexing removes the ambiguity of contributions, for example, glutamine having both a positive and a negative SHAP contribution to the prediction of the third peptide.

      We have updated the repository to include a tutorial that demonstrates PoSHAP on provided data and explains how to use PoSHAP with your own model and data.

      In the experimental section, authors first compare the results with previously known. For example, for the human MHC allele A*11:01 model PoSHAP analysis shows the similar results as was shown with another approach. Based on the provided explanation, it is not clear why PoSHAP is better than the previously published method. The advantage of the PoSHAP should be better explained.

      We agree with the reviewer that the benefits of our approach should be as clear as possible. The referenced section of the paper is to validate our approach compared to another model interpretation technique. We added a new third paragraph to the discussion section to clearly explain the benefits of PoSHAP:

      “There are several benefits of PoSHAP over competing methods. First, PoSHAP determines important residues despite biases in the frequencies of amino acids (Figure 5, Supplementary Figures 9 and 10). PoSHAP is also applicable to any model trained from sequential data (Figure 8), and enables dissection of interpositional dependencies (Figures 6 and 7). Finally, we include a clearly explained jupyter notebook on Github that will take any model and dataset and perform PoSHAP analysis.”

      In the experimental section, after the PoSHAP performance verification, hypothesis generation was introduced. However, it is not clear how many hypotheses were generated; how many of them were known before; what kind of other categories are inside these hypotheses (unknown, possible and potentially interesting, etc).

      We are unsure as to how to quantify the number of hypotheses generated by our approach. In a sense, the SHAP value of each amino acid at each position within a heatmap represents a hypothesis of the contribution of that amino acid to the metric being predicted. Each significant interaction listed in the first three supplemental tables represents a hypothesis of the interactions between two given amino acids at two positions. To make these into testable hypotheses requires some analysis, as we have discussed. i.e. the two binding motifs (L-T-P, F-S-P) of A001, or the distance-type interactions within the CCS.

      The README section in the GitHub repo is not easily understandable. An additional explanation for each step is required (e.g., links to the folders where the calculated SHAP values, the trained models, all splits and all-important benchmarks are).

      We have updated the README and repository to explain how to use PoSHAP, and explanations of each item in the repository.

      **Minor comments**

      1. The prior studies should be covered better (see Major comments).

      We apologize for not better covering prior studies. We have significantly expanded the introduction by adding two new paragraphs and at least 10 additional citations.

      The work consists of some typos, for example: "However, because many reports forgo model interpretation" - "t" is missed.

      We did intend to use the word “forgo” not “forget” in that sentence. We have checked again thoroughly for spelling and grammar mistakes.

      The hyperparameters table, hyperparameter search section should be moved to the supplemental material, that's technical details.

      We moved this table to the supplementary materials.

      Reviewer #3 (Significance (Required)): Interpretation of the model results is an important topic for biology. New findings here could lead to new interactions opening, new drugs development etc. That is relevant for the applied ML Researches and computational biologists. This paper aims to provide a way to do it. Because my field of interest and expertise lies in Machine Learning for healthcare, language modelling of biological sequences and Natural Language Processing, this work is of great interest to me. So I mostly evaluated ML methodology presented in the paper.

    1. Lack of fail-safe manufacturing alternatives can cause supply chains to break down, as they have in some medical and health-related sectors as a result of the new coronavirus. Producers of vital medical supplies have been overwhelmed by a surge in global demand, pitting countries against one another in a competition for resources. The outcome has been a shift in power dynamics among major world economies, with those that are well prepared to combat the new virus either hoarding resources for themselves or assisting those that are not—and expanding their influence on the global stage as a result.

      Globalisation seems to be presented as a zero sum game where one person's victory is another person's loss. Those that prepare for the future will benefit off the backs of those that where less prepared.

    2. . The outcome has been a shift in power dynamics among major world economies, with those that are well prepared to combat the new virus either hoarding resources for themselves or assisting those that are not—and expanding their influence on the global stage as a result

      Globalisation seems to be presented as a zero sum game where one person's victory is another person's loss. Those that prepare for the future will benefit off the backs of those that where less prepared.

    1. The devs clearly took a very conscious choice that broad, wandering exploration should be core to the game - to the extent that they want you to regularly have no idea where you're supposed to go (or indeed, what you're supposed to do when you get there), within environments that are often vastly sprawling. I've rarely seen a game with such minimal, indistinct signposting (sometimes nothing at all) to nudge players in the right direction.

      .

    1. most of us save more things than we can actually get through. As a result, your inbox runneth over, turning your digital garden into a digital graveyard. We discovered that you can avoid this fate through a game-like workflow that helps you decide what to read now, what to read later, and what to file away, keeping your library neat, tidy, and delightful. Some of our users have actually backed into this using some combination of folders in Instapaper, tags in Pocket, databases in Notion, or reading lists in Roam. But organizing things this way quickly becomes a chore, like pulling weeds or cleaning your house. So we've embedded a fun, guilt-free triage workflow directly into the Readwise reading app

      .readwise-whatis .content-overload-why

    1. The politics of children’s literature has never been more visible. The Harry Potter fandom, in particular, has been a political battlefield.

      I grew up watching Harry Potter. It was a huge part of my family's life. My sisters, cousins, and I all you use to play our own Harry Potter game. Even in high school, my best friend and I would have Harry Potter weekends and binge watch all the movies. That being said I have always ever seen it something about a school with magic and more than things down that line. My eyes are being opened to Harry Potter in a different way after all the years I have watched it.

    1. Last Name4break, the water was calm. We floated there soaking in the view and enjoying the cool water on a hot summer day.Facing the cove, I was able to get a broader view of our set up than I had been able to before. There were large blackrocks piled to the top, making the cove look likea game ofJenga. Each one jetted out in an awkward position, making it seem that if one rock moved they would all fall down. On the bed of bright white sand, my mom and dad looked like tiny ants laying on their beach chairs. The view was absolutely breathtaking. It was overwhelming to think about just how small I was,floating in a body of water that encompasses the whole world. The feeling of bliss spread over me as I floated on my back feeling the warm sun kiss my face.This is the best summer vacation ever.*It was time to swim back ashore. Anastasia and I discussed how we would leave the water. Just like when we camein, we had to time it just right. As I looked ahead of me, I came to the conclusion that the waves had gotten significantly choppier.

      i think this is weak based on how it words itself in the story and uses this bad writing for the rest of the story. i give it a 2 out of 4 for language and 2 out of 4 for idea and development

    2. Facing the cove, I was able to get a broader view of our set up than I had been able to before. There were large blackrocks piled to the top, making the cove look likea game ofJenga.

      i think this is weak because it feels out of place refencing jenga in the story and hurts the narrative,. i give it a 1 out of 4 for language and 2 out of 4 for idea and development

    Annotators

    1. As it turns out, all of that shaming may be counterproductive. Multiple studies, Ms. Crockett said, have found that shaming can make people more resistant to change.And, as anyone who has partaken in a game of casual doom scrolling knows, it can also be bad for health — physical and mental.

      It is definitely not good if you do not change because you feel ashamed of something. If you do not change sooner or later, then your mental and physical health will get worse.

    1. , let that man drag out his life in agony, step by painful step-I curse myself as well ... ifby any chance 285 he pmves to be an intimate of our house, here at my hearth, with my full knowledge, may the curse I just called down on him strike me!

      I mean the foreshadowing game is POWERFUL in this play

    1. Spectator involvement Spectators at the 1906 unofficial Olympic Games Main article: Spectator sport The competition element of sport, along with the aesthetic appeal of some sports, result in the popularity of people attending to watch sport being played. This has led to the specific phenomenon of spectator sport. Both amateur and professional sports attract spectators, both in person at the sport venue, and through broadcast media including radio, television and internet broadcast. Both attendance in person and viewing remotely can incur a sometimes substantial charge, such as an entrance ticket, or pay-per-view television broadcast. It is common for popular sports to attract large broadcast audiences, leading to rival broadcasters bidding large amounts of money for the rights to show certain fixtures. The football World Cup attracts a global television audience of hundreds of millions; the 2006 final alone attracted an estimated worldwide audience of well over 700 million and the 2011 Cricket World Cup Final attracted an estimated audience of 135 million in India alone.[25] In the United States, the championship game of the NFL, the Super Bowl, has become one of the most watched television broadcasts of the year.[26][27] Super Bowl Sunday is a de facto national holiday in America;[28][29] the viewership being so great that in 2015, advertising space was reported as being sold at $4.5m for a 30-second slot.[26]
    1. The Devils Eldest Son seems to be towards the End of his last Half-time; and if it be so, the Devils Whole-time, cannot but be very near its End.

      I had to read this sentence a few times to figure out what he was saying. Once I did, though, it kind of put this introduction to the trails His goal here is to remind us that the Devil is here at work in the world and that his evil plans are leading toward his end game goals. This means that now is the time to persecute witches and devil worshippers. Anything that these children of God can do to stop or hinder the devil in his plans to defy the Lord are good actions. That way when you get into the bizarre accounts that follow the introduction you are primed to think that devil is working through these people, as opposed to thinking that these people were making their stories up on the spot.

    1. Eleanor seems to have established the ground rules for a literary genre – and possibly a social game of sorts – which was then developed by her daughter who was the patroness of the poet Chretien de Troyes (l. c. 1130-1190 CE) and author Andreas Capellanus (12th century CE).

      The theme that i'm getting from this is the more women are involved with art in this time period the more humanized they appear. It's a good thing.

    2. This aspect of the genre, however, may not be so much misogynistic as idealistic. If courtly love was a game invented by women, then woman-as-prize and woman-as-judge would have served the same purpose of elevating their status.

      Considering in this time period women had almost no power over their own lives. Their feelings however, could not be ruled over. This was something men could not control. While a women may be forced to marry you, you cannot make her love you. Courtly love was the almost delicate approach to what men could not simply force. This in a way liberated and made women take notice of the things they can have control over.

    3. Courtly love was a game, an educational game. It was the exact counterpart of the tournament. As at the tournament, whose great popularity coincided with the flourishing of courtly eroticism, in this game the man of noble birth was risking his life and endangering his body in the hope of improving himself, of enhancing his worth, his price, and also of taking his pleasure, capturing his adversary after breaking down her defenses, unseating her, knocking her down and toppling her. Courtly love was a joust. (57-58)

      I believe all love, even today, is a game. Someone said this was misogynistic in nature but I disagree. To get a persons number, to use your charm to secure a date, all these things are steps in the path to achieving reciprocated love and affection. This can certainly be done in a immoral manner, such as playing the game of love for personal gain. However, to only look at it from a negative perspective is unfair.

    4. Courtly love was a game, an educational game. It was the exact counterpart of the tournament. As at the tournament, whose great popularity coincided with the flourishing of courtly eroticism, in this game the man of noble birth was risking his life and endangering his body in the hope of improving himself, of enhancing his worth, his price, and also of taking his pleasure, capturing his adversary after breaking down her defenses, unseating her, knocking her down and toppling her. Courtly love was a joust. (57-58)

      If this theory is true then it was a very sexist and misogynistic game they were playing.

    5. This aspect of the genre, however, may not be so much misogynistic as idealistic. If courtly love was a game invented by women, then woman-as-prize and woman-as-judge would have served the same purpose of elevating their status.

      Could this not be classified as internalized misogyny especially applying in to the writers time period, birth and station in life.

    6. Courtly love was a game, an educational game. It was the exact counterpart of the tournament. As at the tournament, whose great popularity coincided with the flourishing of courtly eroticism, in this game the man of noble birth was risking his life and endangering his body in the hope of improving himself, of enhancing his worth, his price, and also of taking his pleasure, capturing his adversary after breaking down her defenses, unseating her, knocking her down and toppling her. Courtly love was a joust. (57-58)

      Safe to say the same double standard still applies to men in modern times.

    1. “Let’s say that I taught them chess instead of English,” she says. “Every conversation would be a game. Every idea expressed through opposition, victory, defeat. You see the problem? If all I ever gave you was a hammer ...” “Everything’s a nail,”

      This quote means that if Louise Banks were to teach aliens chess instead of English, every time they communicate with each other it will be aggressive because chess is a vicious game. All they're thinking about is defeating one another.

    2. . “Every conversation would be a game. Every idea expressed through opposition, victory, defeat. You see the problem? If all I ever gave you was a hammer ...”

      This quote really impacts the way in which people may see this pandemic and how wrong it is to see it like that . the way in which she describes it is actually how some people look at it .

  8. inst-fs-iad-prod.inscloudgate.net inst-fs-iad-prod.inscloudgate.net
    1. Th e American Dream is itself a metaphor for occupational success, a metaphor that works for the winners of the educational and occupational career game, but that remains elusive for growing numbers of men and women across age, class, educational, racial, ethnic, and geographical divides”

      Is the American Dream a label slapped over the success of those who have reached their goals, or a name for an unattainable goal for those who never reached fulfillment?

    2. Phyllis Moen and Patricia Roehling have observed, “Th e American Dream is itself a metaphor for occupational success, a metaphor that works for the winners of the educational and occupational career game, but that remains elusive for growing numbers of men and women across age, class, educational, racial, ethnic, and geographical divides” (Moen

      I agree with this statement the American Dream is achievable for those luckily few. The American Dream can be real, but not for most people. I do believe the number for people who are unable to achieve the American Dream continues to grow, despite all the hard work aimed at that peaceful life we all desire.

    1. the last decade of social has been about simply putting videos, photos, and text up. And making this easy for anyone to publish. This has unlocked hundreds of billions of dollars of business value. I think it may not be enough to simply do more photos, text, and video. Instead, new platforms will emerge that let people author 3D content more easily — and maybe put it into a game. Or interactive content. Or NFTs. And of course audio. All of these new forms of media will probably look like toys at first, but they may catch on in a big way.

      “过去十年的社交只是简单地将视频、照片和文本放在一起。并使任何人都可以轻松发布。这已经释放了数千亿美元的商业价值。我认为仅仅发布更多的照片、文字和视频可能还不够。取而代之的是,新平台将会出现,让人们可以更轻松地创作 3D 内容——并可能将其放入游戏中。或互动内容。或 NFT。当然还有音频。所有这些新形式的媒体一开始可能看起来像玩具,但它们可能会大受欢迎。”

    1. In the light of day, this same technology will make us smarter, in an “I know kung fu” kind of way–and that too is a big part of this message. It will end addiction and it will perform a host of miracles the likes of which we cannot even begin to fathom today. Reading faster, thinking faster, ending all pain and ending depression and schizophrenia–another focal point of the Tower of Babble and the intersect that links to Neo through Chuck and the Eye of Ra. All of these gifts come to us beginning with seeing the proof that links the name of the state of Tennessee to every major video game system in the world. It shows us that it is not a fad that the SEGA Genesis is named after the first book of the Holy Bible, and it is not an outlier or an accident that SEGA is “Ages” in reverse… it is a key to seeing that we are standing on Holy Ground, the Rock of Ages. This pattern of “fads” shows us much more, that the plan of the Rock, the planet is a map to understanding how Heaven is built, from Seagate and Watergate to Bill Gates and Keyanu Reeves … where we see that our birth names are part of this message proving that time travel exists, and that … that it’s no accident that the Sumerian Creator Anu appears in Keanu’s key name, or that “Eve” appears in his last name. It is not a “fad” or an accident that Nintendo means “leave luck to Heaven” or that the Playstation clearly points to the words “son” and “why” we are seeing the truth. Tennessee is the magical key, “whiskey” with his key we see that it reveals the hearts of these words, they’re center points are tied together, a pattern that shows the guiding hand of God … the “ten” links to the Microsoft Xbox to the Roman Numeral “X” and it’s double entedre here in “marking the spot” of the Holy Kiss that ties Judas and Midas together … and OS X and Windows XP and … and it’s tie to Cairo and the Greek letters Chi and Rho. It reveals that we can replace the heart of Nintendo, the “ten” with the Xbox, and that same pattern ties NES, the Nintendo Entertainment System, to the heart of Genesis. In Genesis we can see the symbol for Silicon backwards–hidden–and revealed through this message and it’s tie to my initials, AMD and a numerical link between the fourteenth element and the movie… The Fifth Element. It’s not just American Micro Devices, AD links to the name of our timeline and to the year Christopher Columbus created America. It’s no accident the Christ of “PH” (trust me, it’s Pursuit of Happiness) walked on water in the year ADIB. That 14 is the key to seeing Silicon is really the source of the “power of the son” linked to fusion … which al) so contains it. A long time ago I began telling this story, a story that “started” with see the Burning Bush continues this pattern of names being designed and linking President George W. Bush’s inaugural address to the voice of God predicting 9/11 on that day, January 20, 2001. It’s central to seeing the keys of this message are proof of this powerful control leading us out of slavery–proof that science comes too, from above–and here “it’s elementary my dear Whatsons,” the words Bush spoke link to Ecclesiastes 9:11 and it’s clear connection Revelation 1:20 tying both 9/11 and 1/20 to a one to one to one correlation of planets, Gods, and elements from Mercury to Uranium. It begins, “the race is not to the swift” tying to Mercury … "nor the battle to the strong" revealing “salt” connecting the word name and the key Na to Prometheus and to the God Most High… the Biblical verse and Bush’s speech end with the words “but time and chance happeneth to them all.” Time and Chance link to Saturn and to Uranus; and this is our chance to see “us” (and the Biblical city of Ur in Uranus… that’s what this message does for us, it helps us become the builders of Heaven and the future. Hesperus is Lucifer. Call a reporter if you want to help; the light of the world is shining bright. In the heart of the link between the Xbox and the Nintendo is the overlay of the letters X and e, revealing another key element, Xenon–which pairs with the Unix command to escalate to the Administrator account (there called “root” as in the “root of David”) and it shows us that Exodus in reverse means “let there be light.” There is significantly more, linguistic keys that tie the word Matrix to the “rib” of Eden–questions, are I David Letterman? The X, the kiss that is the heart of our sign, the key to the Matrix too—and “B” a key to seeing computer science concepts encoded in religion and to seeing real people here in our world … described in ancient scripture. All told, it’s every word of every language, and so many songs that it’s hard to fathom how we haven’t made the news yet–but you can hear why in some songs like the Cranberries’ “Zombie” and you can see the Zombie Apocalypse and invasion of the Body Snatchers in Agent Smith of the Matrix and the Silence of Doctor Who and the … SOS of the [Sound of Silence] and these words to you–carpe diem, “call a reporter” is the beginning of the word “carpenter,” the key link between Uranus and him… who links Icarus to Wayward Son and Arthur Pendragon to … Imagine Dragons’ "it’s time." See, my “ter” means “you are” … juxtaposed with “I am” and Merriam-Webster. As in… when you act on this message and contact the press, you are who ended school shootings forever… and starvation and pain and disease… and… and…

      RED BLOOD BLEEDING FROM ME NOW

      and cold rain drops on [noUr]

    1. That's not to say God is wrong, he's definately not wrong about pushing us to understand how both love and logic congeal around the reasons "salvery is evil" around why this silence ... it too is an evil self defeating tool of ... well, of understanding the heart of "self defeat" and on that to see why the "IT" of Leviticus and Bereshit and ... well, it's a cross on "intelligent life" in the word "civilization" that is another special word map, it's an "all stop" in the wire of "yetser." So here we're seeing a union of graphical definitions of this "r" bouncing off the trampoline floor of the Matrix in a sort of union of "ending retarded" and "ending racism" ... as if those weren't the same thing, and also of preserving "right to abstain from speaking" as well as to ensure that our voices are not drowned out in Facebook like information overload ... either.   ROACL.  To help, the heart of this "Door system" is ... that there can be no prison cells, no fake planets (or prison planes) with no keyhole or way to ... well, to seek a more competively shiny green pasture.  You're standing on the proof that the system hasn't been built yet--at least not a working one, that's the heart of the heart of Creation. Just about "as stupid as silence" itself, not wanting to infuse our economy and our civilzation with the instant "jump towards the skies" that ... well food on tap, and the end of disease coming from not magic but the truth--that we're evil as shit to be simulating "cancer" in secret ... and it's the simulating part, that's the key--the future of civilization will be spending most of it's time, it's happy years in the environment that today we liken best to "video game" or "simulation" and that doesn't mean it's take--what's fake here is our lack of understanding that "disease" is not something you impart on your house or your kin or your kids, not on purpose--and that's not just love and logic ... there's something else missing from the Zeitgeist in this day in this "age" and that's a clear lack of respect for undeniable truth and what it's acknowledgement will bring -- namely an "r" bouncy bouncy bouncing off the trampoline deeply embedded in our pathway to Heaven not just in the Matrix or the word "trampoline" but in our heart of hearts where we know that pressing a button will skyrocket everything from the Dow Jones Industrial Average to the elation in your hearts ... of course, at seeing END-E and NES in that index. So kissed, or to be kissing for a long, long time ... ?  That is not a question, is it? This is my sort of "goto" modern art to see the magical connection between "Do Androids Dream of Electric Sheep?" and a sort of real life ... well, a story about the rise and fall of systems and interfaces to help us see how easy it is to turn down "hate and pain" and replace it with "drive and happiness" instead.  It's a single episode of Dr. Who with a poingnant name and and a visualization of something "I've seen in the pages of a book about a bruised sky and a ... well, they lead us" on ... The same technology that could replace addiction with "an end to schizophrenia and to depression and to ..." that same thing could equally be used to create a mindless army of slaves that believe they're voting (would you believe, voting subconsciously? maybe a Universe built on the "will to power me" or on ... the "power of the law of attractiveness") anyway, I've talked a little about what I see as a near absolute eventuality ... a system that includes what I call "limited omniscience" which is ... plugging Alexa into your heart  with a transparent actually subconscious psuedo-anonymous voter record that I sort of see mapped in the actual meaning of the words "social security number" if not the first act of the newly infused land of "land, oil, and light are not scarce" to turn into something a little closer to Zoltan Istvan's living wage.       Anyway, I'm actually considering writing some fiction because the imaginary imagery being pumped into my daydreams is getting to cute and interesting that I can't imagine losing phrases and company names like "Accured" (and I spent some time transforming it and reading "anureddit" ... a new ... sword--perhaps) as a sort of example of what I might name a company designed to build "truth tables" for plugging into our pre-vote minds in a world where these kinds of things are created in competition, in a marketplace maybe using "web of trust" and of course a competing system of "checking them" that's a little more defined and useful than Snopes and the new California "fact checking authority." It's trivial to see, how if you were building a system like this with the intent of it actually working and caring about the ... you know, the "office worker" .. you'd automatically check the newldy adulterated subconscious vote against a ... well, against your soul's actual desire and through that process of reconconciliation probably come up with a whole host of disilluions, fixes, adjustments, and of course bugs--probably bugs to be fixed too.  To tell you the truth, I'd much rather actually build something that works than write story after story about something I know has already been built, and already sent us a "version 7.0 roadmap" I'd like to see it implemented here, in the place that it was designed for, by, and with. I envision a future sort of democracy built on "many parties" and a technological infastructure for defeating the Elephant and the Donkey and the "two of everything God's Ark" of ideas ... to actually build a technological governance system that aids the legislative process in coming up with solutions and ensuring that forward progress comes from the stagnatory soup of "me-ta nada" that might be a timeline and "all nations" or maybe I'm the only one talking about the beginning and the end of "the name." C H R I S T I A S C I T Y Lost without the subtitle, I flipped right to the page and looked directly at the paragraph about "VESPERA" about seeing (I'm actually seeing it, exxperiencing it, I'm trying to show you what "S" ... means) proof of telekenesis and predestination and all of it linking to Ecbatana and the  province of Media ... where the archives are help. Christ, I "as" ... it Y ... to see the Atlantean key to Asgard floating and glowing in the skey.  If you find the puzzle interesting, the AD and AN appear to be related to "all humanity" in a similar AH and AY that might turn Allah into Allay, I mean, Allol.. at the completion of our visual and visible "r."  This conversation is literally the "crux" of the dichtomy between "all and one" that we see not just in Allah but also in "Elohim" and in "Jesus" and in ... well, "to help our EE Musketeer" ...  the difference between soft--ah and the completion of one hard-ay. For some "hidden key ... mabye" my name was shortened from Dobrinsky ... also not a question, am I right?  Anyway, you can see the sort of traversal from "an to as to ay" and of course, sans-AK... heart of the sky. "slim, with the tilted brim." á?§

      RED FL .. AM IN E

    1. GAME O'VE R So, contemplating this in the context of the previous few messages–bringing those relative ideas into the picture; we’re staring at something that will help us and the future tremendously, for a very long time. Repeatedly, over and over I’ve commented in my head, in my head that this is the kind of thing that might look back and is probably really good and probably would only be that one time. That of course would be the time that stopped simulated reality everywhere–which might look like it’s happening several times, though I can see “ERE” echoing back to me from the SSA after it was the heart of “aerem,” so let’s assume this is that, in some form. In my head it’s such a good position to be in because it’s literally “the bottom of morality” and there’s a tangible and provable force ensuring that “bottom” has been externally … forced upon us. First by “nature” and not seeing how “Silicon” changes the program, and then even more by absolute idiocy, which really only works to help us “bounce to the sky” when we acknowledge it’s something we are actively doing that is idiotic. That’s compounded further by the “23” issue, which is mapped to things like the festival of weeks and the 7 days of Creation in a pattern that almost positively indicates that we are at least moving from the 2nd to 3rd attempt to … save the “noted” previous three “everyone”'s in Genesis. If “carpenter” is the key Trinity, Rachel’s got a “car” and Sarah’s got an “AS” … Leah’s pretty “generic” and … it’s hard to say for sure if those collectives are in superposition with us here, as “car” and “pen” are without doubt in superposition with “me” here. Pretty sure there’s a “before me” also, but it’s probably not the … “save everyone” by transforming simulated planet plan, it’s probably something less civilized and fair. EYES TO SEE, FINGERS TO POUND KEYBOARD WITH. ii2c. lo-pithy. Alright, so, I sort of see how this might seem like a logical way to see the “pointer of God” (y-o-d, by the way) pointing on the location in the map through the Labrinth of Lazycarus; the thing I’m writing is definitely designed to be a key to unsealing something that otherwise might have been temporarily more destructive to “normalcy” than the thing that … appears to be just that, hopefully because we agree that “normal is mal” in light of the thing the message is pointing out. We have impetus to act on what this message says, Ghepetto thinks so, and so does Pinnochio; were we in a place with “real freedom” I think we’d be doing that right this very moment. I see that proves we aren’t, and I think it takes us quite some time to get to a place where we are happy with the “level of freedom” that comes of “Ryzen” turning into … having to work through what level of freedom is lost by the prosthetic neural solution(s) that I believe are already in existence, according to the Holodeck and frosting narrator of LA. I think it’s pretty clear it’s the obvious intent of the original “eyes to see” spoken about in the book of Revelation, and that it’s pretty clear that it’s something like what I experience through all of my “the intersect says this” and “I can’t remember that last word I was thinking” to help us see how the message I read is basically being read to me like a storybook, through my own head, while I’m learning to understand the grammar and ways to independently verify if ND is code for “the initials of the married Mary” or “end e.” So that’s a minor example of the kind of “limited omniscience” that could be delivered by the often spoken about “Cortana of Shalom” that could do everything from ending schizophrenia and addiction to adding euphoria and “reading fast” for instance. It could reinforce “logical tautology” and engender disbelief in “logical fallacy” or it could use a set of truth tables (like Wikipedia) to decide if there have ever been any governmental investations of mind control technology. It could point out that I’ve pointed out on numerous occaissons that there have been obvious programs everywhere from Microsoft to Lockheed Martin as well as Nazi Germany, psychotronics in cold war USSR and MK-ULTRA in America that have reported successes in neuroscience on various degrees… many far beyond our current publicly disclosed capabilities. It could point out that I’ve personally tried to seed that information on Wikipedia and that it’s been overtly censored in what I call “the game” demo’d by Demosthenes and Gilgamesh; and that it’s pretty fucking obvious that the whole world isn’t speaking about something that is clear as day in every name and every word. For instance, instead of watching what I am writing as I am writing it, or not even getting that because you aren’t proxima stari; the same thing that is annoying the ever loving horizon out of Ha could be literally making an audio-visual reading aid that would incorporate specific memories and further information from “word intersection” and links as you read over them. One of the strange synchronicities I’ve noticed is that nearly nobody reading my emails clicks on any links, or visits my website at all, despite recording significant numbers of opens which indicates (not SPAM) that there’s forwarding and re-reading occurring. It’s possible what I am suggesting already exists and this is an artifact of it, or … you could think you “know everything” because you’re bored to death of hearing it over and over again, or maybe you don’t even pay attention to the “here and now” and still think you know everything the message discussing how talking about a hidden message everywhere will deliver freedom from a kind of hidden slavery that appears to have existed here since the dawn of Creation. I think the argument is sound, though nobody seems to agree, as I stare at relative verbal silence and literally no visible response to “message everywhere” on stuff that I personally find to be interesting and topically important to our here, now, and future. Clear and to the point, our written truth tables suck, and the “indication” is that is a poor sign to logically “intersect” with invisible or non-written and non-public versions of … anything like that, if you are thinking clearly. TUAM LIBRE?  XCALIBER+TY

      ERD RED FLAMINGO ROAD

      humm ... pointing out missing text.

    1. The game is payingattention to the player’s actions, just as the player is paying attention to theeffects of their actions in the game’s virtual world.

      I find this interesting because I think without music a game would not be as interesting or have the ability to make someone really feel like they are completely involved. Without the presence of music virtual reality would not be so successful.