10,000 Matching Annotations
  1. Apr 2021
    1. {Graphics}☐ Great - ☐ Good - ☑ Simple - ☐ Bad{Gameplay}☐ Great - ☑ Good - ☐ Meh - ☐ Unplayable{Audio}☐ Great - ☑ Good - ☐ Nothing Special -☐ Bad{Audience}☑ Kids - ☑ Teens - ☑ Adults{Difficulty} ☐ Too easy -☑ Just Right - ☐ Easy to Play/Hard to Master - ☐ Too Hard{Story}☐ Great - ☐ Good -☐ Simple - ☐ Barely a Story - ☑ No Story{Game Time}☐ 100+ - ☐ 61-99 - ☐ 39-60 - ☐ 11-30 -☑ 0-10 {Overall}Very enjoyable Chess Puzzle Game that should appeal to both Chess and Puzzle Gamers.
    1. During development, we are constantly trying new and diverse game mechanics. The game's rules can change hour to hour as we test which ideas work best. Rules start out as just ideas and we record which ideas work and which ones don't. This forms the first development ruleset which is essentially a change log that notes why ideas do or don't. As the rules are consolidated, there are rarely any pictures to indicate what a rule is referring to,  since prototype art is also changing constantly. Terminology can also change section to section as we explore what wording works best. This makes the development rules impossible to understand for anyone other than the development team.
    1. The story behind this game started many years ago. My two sons were playing Pokemon, collecting cards and constantly talking about these fantasy creatures. I noticed, amazed, that after a while they knew by heart names, complicated properties and relations of somewhere around hundred, maybe more, characters! How did it happen, seemingly effortless? Did they study hard? Not in the sense we normaly think about studying. They were playing. They were having fun. And their hungry brains, like kids have, just absorbed the names, properties and relations. Seemingly effortless.

      .

    1. classifi-cation by iconography ignores the fundamental differences and similarities which are to be found in the player’s experience of the game.

      How different is the experience of a film from the experience of a video game.

      • Symbolic interactionism
    2. procedural systems like computer software actually represent process with process. This is where the particular power of procedural authorship lies, in its native ability to depict processes.”4 That is, while print, film, and even forms of digital audio broadcasting can attempt to represent genders, sexualities, race, class, objects, and so forth, game worlds “represent process with process

      WHy does this even matter? You can respresent the same thing without process.

    3. o prove my point, I track how the Western and Hollywood noir, particularly the hard-boiled variety, operate in two popular game worlds: Red Dead Redemption (2010) and L.A. Noire (2011).

      what a fucking obvious example.

    1. [0.5] Controls & Training & Help[0.1] Menu & Settings[0.4] Sound & Music[0.1] Graphics[0.1] Game Design[0.3] Game Story[0.1] Game Content[0] Completion time (level/game)?[0] is it Enjoyable & Fun?[0] Could it hold a spot in Favorites? (& if the Game can be repeatedly played again)[0] BONUS point: Multi-Player related[0] BONUS point: Review for VRStars received: 1.6/10
    1. Nothing but a lazy asset flip from the Unity Asset Store:https://assetstore.unity.com/packages/templates/systems/sky-flight-full-game-template-113460And yeah, the developer bought a low poly winter landscape as well. Buy two asset kits, replace above asset kit for gameplay and then replace the map with a new winter low poly asset map to try and "hide" the laziness and using asset kits. SMH.https://www.youtube.com/watch?v=RJPJqok8iecExport, change the name to "Bird" and ready for Steam in less than 10 minutes of work! The developer couldn't even be bothered to make a way to EXIT the game much less add Steam high scores, controller support, or achievements! NOT RECOMMENDED! *Refunded this myself* ..Let your wallet talk and Please don't support lazy developers like this one.
    1. As early as its first season in 1969, Sesame Streetincorporated a classification game for preschoolers: who doesn’t know the music and lyrics from “One of These Things Is Not Like the Other?

      Wow, what a great idea they had. I know there are a lot of educational songs today, but I mean that's awesome that they started so early with it!

    1. Have you ever played Risk? If you're looking at this game, there's a good chance you have! I wager you know the frustration of losing your huge army to one a third its size because of a handful of random dice rolls. The pace of Risk is great, but I find it hard to take the 5th straight roll of snake eyes.

      .

    2. Have you ever tried Axis and Allies? I did too. And by tried, I mean just that!  Two hours after opening the box, we finished the manual and nearly died laughing. There was no way we'd have enough time left to play the game, AND we had already forgotten the first half of the directions anyway!

      .

    1. Fatum Betula is, arguably, a nearly perfect video game, depending upon your philosophy when it comes to criticism. If you, like me, believe that to a large extent the success of a game depends upon how well it achieved what it set out to do, I think you can get very far with such an argument.
    1. If the game feels weird or uncomfortable, first be still. Think about that feeling; hold on to it. Perhaps the feeling will pass over and through you and you can continue

      so you shouldn't do it if you feel you don't want to do it, but if you do feel you don't want to do it, think about it until you want to do it

      v circular

    Annotators

    1. I create interactive explanations of math and computer science topics at Red Blob Games[1]. I explore topics related to computer game development, as I’ve found that’s a rich source of motivating examples. My favorite topics are related to maps (grids, paths, procedural generation) and simulations (transportation, economics, complex systems, AI).
  2. Mar 2021
    1. Digital life is, simply, real life.

      I think this is more important than ever for people to understand. It is important to remember that everyone you interact with online, via game, chatroom, etc, is a real person. It always pays to be kind and treat people with respect from the get-go, despite the anonymity that comes with being on the internet (That is slowly going away as time moves on). Your actions and words have real consequences despite being within a digital space.

    1. Decentralized digital ownership opens up a world of possibilities. You could have an in-game item that gets transferred between different games. You could have secret rooms in multiple virtual worlds that can only be accessed with a rare NFT. You can own land in a virtual world, tokenize it and sell portions of it to other people. Everything is on the table.

      What are the possible applications of NFTs in the future, beyond digital art?

    2. The fundamental difference here is that NFTs are decentralizeddecentralized. They run on a blockchainblockchain that is run by thousands of people around the world, where transactions remain as long as the blockchain lasts. But this means they exist on their own, and while any app or game can integrate them, it can’t possess them.

      What value does the decentralized nature of NFT bring?

    3. What is new is owning this digital value without being reliant on a third party. In all of those previous examples, if the company shuts down, your in-game currency becomes worthless.

      What is the problem with current methods of digital value? What problem with value of digital goods does NFT solve?

    4. The idea of digital items having value is not new. On Reddit, receiving upvotes for your posts gives you Karma, which can help to elevate your status in the Reddit community. And plenty of games like Runescape and World of Warcraft have digital resources that can be spent within the game—sometimes people will even buy up other accounts that have big reserves. Most apps nowadays have some kind of in-game currency, like the K stars in Kim Kardashian’s app Hollywood.

      What are the examples of digital only items having value?

    5. ou talk to your friends through your smartphone, you speak to your colleagues in Slack, you jump on video conferences over Zoom, you tweet at people you’ve never met, you record events in your Google calendar, you date through an app, and if you’re bored, you play games against other people online. This isn’t all happening in a single virtual world, like Second Life, but it’s not that far off.

      All our online interactions today do not happen in ONE single virtual world e.g. the game called Second Life

    1. jake2h@chrisaldrich that spreadsheet party is so brilliant! I would love to attend events in all kinds of mediums, tools, and games. @nastroika, do you think your cohort could automate a cyberparty together as a group project?

      @jake, your comment also reminds me of the atmosphere created by the game Candy Land which was designed for a particular setting which we often forget about today. There's an Atlantic article about it which helps to underline the idea of designing for particular contexts to make people feel welcomed and empowered: https://www.theatlantic.com/technology/archive/2019/07/how-polio-inspired-the-creation-of-candy-land/594424/

    1. Author Response:

      Reviewer #1 (Public Review):

      In this project, the authors set out to create an easy to use piece of software with the following properties: The software should be capable of creating immersive (closed loop) virtual environments across display hardware and display geometries. The software should permit easy distribution of formal experiment descriptions with minimal changes required to adapt a particular experimental workflow to the hardware present in any given lab while maintaining world-coordinates and physical properties (e.g. luminance levels and refresh rates) of visual stimuli. The software should provide equal or superior performance for generating complex visual cues and/or immersive visual environments in comparison with existing options. The software should be automatically integrated with many other potential data streams produced by 2-photon imaging, electrophysiology, behavioral measurements, markerless pose estimation processing, behavioral sensors, etc.

      To accomplish these goals, the authors created two major software libraries. The first is a package for the Bonsai visual programming language called "Bonsai.Shaders" that brings traditionally low-level, imperative OpenGL programming into Bonsai's reactive framework. This library allows shader programs running on the GPU to seamlessly interact, using drag and drop visual programming, with the multitude of other processing and IO elements already present in numerous Bonsai packages. The creation of this library alone is quite a feat given the complexities of mapping the procedural, imperative, and stateful design of OpenGL libraries to Bonsai's event driven, reactive architecture. However, this library is not mentioned in the manuscript despite its power for tasks far beyond the creation of visual stimuli (e.g. GPU-based coprocessing) and, unlike BonVision itself, is largely undocumented. I don't think that this library should take center stage in this manuscript, but I do think its use in the creation of BonVision as well as some documentation on its operators would be very useful for understanding BonVision itself.

      We have added a reference to the Shaders package at multiple points in the manuscript including lines 58-59 and in Supplementary Details. We will be adding documentation of key Shaders nodes that are important for the creation of BonVision stimuli to the documentation on the BonVision website.

      Following the creation of Bonsai.Shaders, the authors used it to create BonVision which is an abstraction on top of the Shaders library that allows plug and play creation of visual stimuli and immersive visual environments that react to input from the outside world. Impressively, this library was implemented almost entirely using the Bonsai visual programming language itself, showcasing its power as a domain-specific language. However, this fact was not mentioned in the manuscript and I feel it is a worthwhile point to make.

      Thank you - we have now added clarification on this in Supplementary details (section Customised nodes and new stimuli)

      The design of BonVision, combined with the functional nature of Bonsai, enforces hard boundaries between the experimental design of visual stimuli and (1) the behavioral input hardware used to drive them, (2) the dimensionality of the stimuli (i.e. 2D textures via 3D objects), (3) the specific geometry of 3D displays (e.g. dual monitors, versus spherical projection, versus head mounted stereo vision hardware), and (4) automated hardware calibration routines. Because of these boundaries, experiments designed using BonVision become easy to share across labs even if they have very different experimental setups. Since Bonsai has integrated and standardized mechanisms for sharing entire workflows (via copy paste of XML descriptions or upload of workflows to publicly accessible Nuget package servers), this feature is immediately usable by labs in the real world.

      After creating these pieces of software, the authors benchmarked them against other widely used alternatives. IonVisoin met or exceeded frame rate and rendering latency performance measures when compared to other single purpose libraries. BonVision is able to do this while maintaining its generality by taking advantage of advanced JIT compilation features provided by the .NET runtime and using bindings to low-level graphics libraries that were written with performance in mind. The authors go on to show the real-world utility of BonVision's performance by mapping the visual receptive fields of LFP in mouse superior colliculus and spiking in V1. The fact that they were able to obtain receptive fields indicates that visual stimuli had sufficient temporal precision. However, I do not follow the logic as to why this is because the receptive fields seem to have been created using post-hoc aligned stimulus-ephys data, that was created by measuring the physical onset times of each frame using a photodiode (line 389). Wouldn't this preclude any need for accurate stimulus timing presentation?

      We thank the reviewer for this suggestion. We now include receptive field maps calculated using the BonVision timing log in Figure5 – figure supplement 1. Using the BonVision timing alone was also effective in identifying receptive fields.

      Finally the authors use BonVision to perform one human psychophysical and several animal VR experiments to prove the functionality of the package in real-world scenarios. This includes an object size discrimination task with humans that relies on non-local cues to determine the efficacy of the cube map projection approach to 3D spaces (Fig 5D). Although the results seem reasonable to me (a non-expert in this domain), I feel it would be useful for the authors to compare this psychophysical discrimination curve to other comparable results. The animal experiments prove the utility of BonVision for common rodent VR tasks.

      The psychometric test we performed on human subjects was primarily to test the ability of BonVision to present VR stimuli on a head-mounted display. We have edited the text to reflect this. The efficacy of the cube map approach for 3D spaces is well-established in computer graphics and gaming and is currently the industry standard, which was the reason for our choice.

      In summary, the professionalism of the code base, the functional nature of Bonsai workflows, the removal of overhead via advanced JIT compilation techniques, the abstraction of shader programming to high-level drag and drop workflows, integration with a multitude of input and output hardware, integrated and standardized calibration routines, and integrated package management and workflow sharing capabilities make Bonsai/BonVision serious competitors to widely-used, closed-source visual programming tools for experiment control such as LabView and Simulink. BonVision showcases the power of the Bonsai language and package management ecosystem while providing superior design to alternatives in terms of ease of integration with data sources and facilitation of sharing standardized experiments. The authors exceeded the apparent aims of the project and I believe BonVision will become a widely used tool that has major benefits for improving experiment reproducibility across laboratories.

      Reviewer #2 (Public Review):

      BonVision is a package to create virtual visual environments, as well as classic visual stimuli. Running on top of Bonsai-RX it tries and succeeds in removing the complexity of the above mentioned task and creating a framework that allows non-programmers the opportunity to create complex, closed loop experiments. Including enough speed to capture receptive fields while recording different brain areas.

      At the time of the review, the paper benchmarks the system using 60Hz stimuli, which is more than sufficient for the species tested, but leaves an open question on whether it could be used for other animal models that have faster visual systems, such as flies, bees etc.

      Thank you for prompting us to do this - we have now added new benchmarks for a faster refresh rate (144 Hz; new Figure 4 - figure supplement 1).

      The authors do show in a nice way how the system works and give examples for interested readers to start their first workflows with it. Moreover, they compare it to other existing software, making sure that readers know exactly what "they are buying" so they can make an informed decision when starting with the package.

      Being written to run on top of Bonsai-RX, BonVision directly benefits from the great community effort that exists in expanding Bonsai, such as its integration with DeepLabCut and Auto-pi-lot. Showing that developing open source tools and fostering a community is a great way to bring research forward in an additive and less competitive way.

      Reviewer #3 (Public Review):

      Major comments:

      While much of the classic literature on visual systems studies have utilized egocentrically defined ("2D") stimuli, it seems logical to project that present and future research will extend to not only 3D objects but also 3D environments where subjects can control their virtual locations and viewing perspectives. A single software package that easily supports both modalities can therefore be of particular interest to neuroscientists who wish to study brain function in 3D viewing conditions while also referencing findings to canonical 2D stimulus responses. Although other software packages exist that are specialized for each of the individual functionalities of BonVision, I think that the unifying nature of the package is appealing for reasons of reducing user training and experimental setup time costs, especially with the semi-automated calibration tools provided as part of the package. The provisions of documentation, demo experiments, and performance benchmarks are all highly welcome and one would hope that with community interest and contributions, this could make BonVision very friendly to entry by new users.

      Given that one function of this manuscript is to describe the software in enough detail for users to judge whether it would be suited to their purposes, I feel that the writing should be fleshed out to be more precise and detailed about what the algorithms and functionalities are. This includes not shying away from stating limitations -- which as I see it, is just the reality of no tool being universal, but because of that is one of the most important information to be transmitted to potential users. My following comments point out various directions in which I think the manuscript can be improved.

      We thank the reviewer for this suggestion. We have added a major new section, “Supplementary Details”, where we have highlighted known limitations and available workarounds. We also added new rows in the Supplementary Table that make these limitations transparent (eg. web-based deployment).

      The biggest point of confusion for me was whether the 3D environment functionality of BonVision is the same as that provided by virtual spatial environment packages such as ViRMEn and gaming engines such as Unity. In the latter software, the virtual environment is specified by geometrically laying out the shape of the traversable world and locations of objects in it. The subject then essentially controls an avatar in this virtual world that can move and turn, and the software engine computes the effects of this movement (i.e. without any additional user code) then renders what the avatar should see onto a display device. I cannot figure out if this is how BonVision also works. My confusion can probably be cured by some additional description of what exactly the user has to do to specify the placement of 3D objects. From the text on cube mapping (lines 43 and onwards), I guessed that perhaps objects should be specified by their vectorial displacement from the subject, but I have very little confidence in my guess and also cannot locate this information either in the Methods or the software website. For Figure 5F it is mentioned that BonVision can be used to implement running down a virtual corridor for a mouse, so if some description can be provided of what the user has to do to implement this and what is done by the software package, that may address my confusion. If BonVision is indeed not a full 3D spatial engine, it would be important to mention these design/intent differences in the introduction as well as Supplementary Table 1.

      Thank you for prompting us to do this. BonVision does indeed essentially render the view of an avatar in a virtual world (or multiple views, of multiple avatars), without any additional coding required by the user. We have now included in the new “Supplementary Details” specific pathways to the construction and rendering of 3D scenes. We have avoided the use of the terminology ‘game-engine’ as it has a particular definition that most softwares do not satisfy.

      More generally, it would be useful to provide an overview of what the closed-loop rendering procedure is, perhaps including a Figure (different from Supplementary Figure 2, which seems to be regarding workflow but not the software platform structure). For example, I imagine that after the user-specified texture/object resources have been loaded, then some engine runs a continual loop where it somehow decides the current scene. As a user, I would want to know what this loop is and how I can control it. For example, can I induce changes in the presented stimuli as a function of time, whether this time-dependence has to be prespecified before runtime, or can I add some code that triggers events based on the specific history of what the subject has done in the experiment, and so forth. The ability to log experiment events, including any viewpoint changes in 3D scenes, is also critical, and most experimenters who intend to use it for neurophysiological recordings would want to know how the visual display information can be synchronized with their neurophysiological recording instrumental clocks. In sum, I would like to see a section added to the text to provide a high-level summary of how the package runs an experiment loop, explaining customizable vs. non-customizable (without directly editing the open source code) parts, and guide the user through the available experiment control and data logging options.

      We have now added a brief paragraph regarding the basic structure of a BonVision program, and how to ‘close the loop’ in the new “Supplementary Details”.

      Having some experience myself with the tedium (and human-dependent quality) of having to adjust either the experimental hardware or write custom software to calibrate display devices, I found the semi-automated calibration capabilities of BonVision to be a strong selling point. However I did not manage to really understand what these procedures are from the text and Figure 2C-F. In particular, I'm not sure what I have to do as a user to provide the information required by the calibration software (surely it is not the pieces of paper in Fig. 2C and 2E..?). If for example, the subject is a mouse head-fixed on a ball as in Figure 1E, do I have to somehow take a photo from the vantage of the mouse's head to provide to the system? What about the augmented reality rig where the subject is free to move? How can the calibration tool work with a single 2D snapshot of the rig when e.g. projection surfaces can be arbitrarily curved (e.g. toroidal and not spherical, or conical, or even more distorted for whatever reasons)? Do head-mounted displays require calibration, and if so how is this done? If the authors feel all this to be too technical to include in the main text, then the information can be provided in the Methods. I would however vote for this as being a major and important aspect of the software that should be given air time.

      We have a dedicated webpage going through the step-by-step protocol for the automated screen calibration. We now explicitly point to this page in the new Supplementary Details section.

      As the hardware-limited speed of BonVision is also an important feature, I wonder if the same ~2 frame latency holds also for the augmented reality rendering where the software has to run both pose tracking (DeepLabCut) as well as compute whole-scene changes before the next render. It would be beneficial to provide more information about which directions BonVision can be stressed before frame-dropping, which may perhaps be different for the different types of display options (2D vs. 3D, and the various display device types). Does the software maintain as strictly as possible the user-specified timing of events by dropping frames, or can it run into a situation where lags can accumulate? This type of technical information would seem critical to some experiments where timings of stimuli have to be carefully controlled, and regardless one would usually want to have the actual display times logged as previously mentioned. Some discussion of how a user might keep track of actual lags in their own setups would be appreciated.

      We now provide this as part of the Supplementary Details, specifically animation and timing lags.

      On the augmented reality mode, I am a little puzzled by the layout of Figure 3 and the attendant video, and I wonder if this is the best way to showcase this functionality. In particular, I'm not entirely sure what the main scene display is although it looks like some kind of software rendering — perhaps of what things might look like inside an actual rig looking in from the top? One way to make this Figure and Movie easier to grasp is to have the scene display be the different panels that would actually be rendered on each physical panel of the experiment box. The inset image of the rig should then have the projection turned on, so that the reader can judge what an actual experiment looks like. Right now it seems for some reason that the walls of the rig in the inset of the movie remain blank except for some lighting shadows. I don't know if this is intentional.

      Because we have had limited experimental capacity in this period, we only simulated a real-time augmented reality environment off-line, using pre-existing videos of animal behaviour. We think that the comment above reflects a misunderstanding of what the Figure and associated Supplementary Movie represents, and we realise that their legends were not clear enough. We have now made sure that these legends make clear that these are based on simulations (new legends for Figure 3 and Figure 3 - video supplement 1).

    1. minist work. Medicine began the academic exploration of the roles of Native women in the 1960s. I began reading her work in the 1970s. Way ahead of the game, by 1974 Medicine was instructing a class on N

      Shows the US's progression in the field of civil rights of Native women during the 60's and 70's. Could possibly have been influenced by the civil rights acts of African Americans.

    1. Yes I fully understood that this was going to be a cryptic puzzle game and that it required research outside of the game. I expected this to have ARG elements and require abstract thinking. However, I also expected it to be longer than 2 minutes of content. You are given 10 pages to read in-game, they might as well have just been screenshots posted somewhere on the internet. And you have no way to input your solutions in game.
    1. I've been made aware of a "Compatibility tool to run DOS games on Steam through native Linux DOSBox" called "steam-dos". It can be found on https://www.github.com/dreamer/steam-dos . I pulled this tool from git and using it as the the steam play compatibility tool Megarace 2 runs without issue. Saving both settings and games works again! There is no keyboard support for controlling the vehicle in game but both mouse and joystick/gamepad work. To get around a missing launcher.exe error I copied "MegaRace 2.exe" to the same folder as the original and renamed the copy to "Launcher.exe". Linux users: in your MegaRace 2 folder (steamapps/common/MegaRace 2/) create a symbolic link to start.sh named Launcher.exe. This allows the game to launch through Steam. This also allows you to put time on the game through Steam, hitting that coveted 5 minute mark that makes creating a review possible. With that out of the way, the game itself is a nice touch of nostalgia but the port is absolutely terrible. I don't remember it being quite this difficult to install off the 2 CDs. The game won't launch at all without tweaking. Can't save the config settings. Can't save the game at all in fact. While I really like MegaRace 2, you unlock tracks by completing the previous ones. Since the game can't be saved, I end up running The Foundry track over and over until I'm sick of it.So I'm torn. I love the game but I hate the completely broken port. For $3 and a local install of DOSBOX it can be made to work so I will recommend it anyway.
    1. The positive reviews are clearly friends of the developer, as this is an extremely low-quality Unreal game, the kind you'd expect from a student project or a 24-hour Game Jam, not something being sold on Steam.
    1. The truth, rather, does not belong to some possessive individual but is collectively found, or arrived at, in cooperative journeys of public debate. People do not own their own truths. These instead be-long to wider groups of concerned and interrelated persons.

      very interesting contrast to the U.S., where our judicial system and court trials revolve around proving/ convincing a random jury of their personal truths, for them to dictate which one is actually true (more so a game of persuasion); where for Tanna the truth doesn't belong to an individual

    1. The key to any good adventure game, really any good game at all, is to guide the player toward understanding the game world's internal logic, even if that logic only makes sense in the game world. This internal logic is what differentiates a game that encourages clever, creative problem-solving from a game like Antventor, which is a maddening exercise in arbitrary, spaghetti-against-the-wall nonsense.In the old text-based adventure games, the internal logic was grammatical, often based on a simple verb-object combination. This simple structure encouraged absurd combinations, sometimes with no results, sometimes with hilarious results, and sometimes with surprisingly fruitful results. The game would subtly nudge you toward the correct solution with hints and consequences, and you would gradually learn the kinds of actions that made sense in the world and the types of consequences you could reasonably expect. Only after establishing those baselines would ambiguity start to creep in ("I could do this, but should I...?", "Is that item meant for here or there?"). As the genre aged, puzzles gradually grew more intentionally obtuse and absurd as a means to make the game "harder". Ultimately, this obscurantism was a sign of a dying genre, catering to a narrower and narrower echo chamber of hardcore fans, as the gaming world in general grew less patient with the kind of experimentation this genre was first built on.Unfortunately, Antventor takes inspiration from those later games. It is gorgeously animated, but the game design is awful. There is no scaffolding, and little to no internal logic to speak of. The interaction targets are often tiny, hidden, sometimes out of focus, and sometimes completely arbitrary. Combine this with an ever-expanding collection of items and screens, and the game quickly devolves into pointless trial-and-error with thousands of combinations.

      .

    1. Minecraft players have to learn how to create and assemble the building blocks — like digital Legos. Players can learn creative skills, too. For example, they can design how characters look by creating custom “skins.”

      I find so interesting that a game designed for creativity can be used in so many capacities from problem solving to even studying physics or biological patterns within a digital realm. Not to mention the social skills and teamwork skills that are formed simply by playing together with others. This all coming from a humble beginning of a video game designed to be modular and creatively focused. I feel this is the true next step to products like Legos, Kinex, or Lincoln Logs all of these being steps towards a more modular and expressive mediums for kids to create and explore.

    2. inecraft players have to learn how to create and assemble the building blocks — like digital Legos. Players can learn creative skills, too. For example, they can design how characters look by creating custom “skins.”

      It's great how a game that so many kids play so often is also teaching them important skills in multiple content areas. Minecraft is a great tool for creating and also can further learning in math and other areas.

    3. These activities require the same basic digital skills educators are increasingly asked to teach school children.

      This is fascinating. I know a lot of people my age that play Minecraft growing up, and that even still play it today. This game has definitely influenced my generation and their technological skills because it is definitely a game where you have to multi-task on the computer. If students already know these basic skills from the game, why are educators constantly being asked to teach them to their students?

    1. "BEER" is a simple one-level platformer with an interesting concept: after some time a shadow of yourself appears and repeats every movement you've made. If the shadow catches you - it's a game over. With the passage of time, more shadows appear. Shadows will relentlessly chase you until they catch you. As much as I know, there is no victory: you will have to jump platforms and collect presents until you are caught. At one point, there are so many shadows, it's unavoidable to be touched by one of them. To delay this moment, you may move slowly, so it's easier to keep track of shadows. You may establish a specific route, so the shadows follow a predetermined pattern. Nevertheless, at one point there will be just too many shadows to avoid.
    1. Not Recommended 1.0 hrs on record Posted: February 23 Product received for free Steam is the happy new platform for another dev who likes to spam copys of the same thrash game on steam so he can bulk sell keys for it.

      .

    1. Are you just substituting technology for another tool by having students type a paper rather than writing one by hand, giving students a digital handout rather than a printed handout, or asking students to create a presentation slide rather than a poster on paper? Or, are you using technology to empower your students to learn in ways that would not be possible without it?

      This is a very important point and when I look back to my students, I feel like we are really far behind and that is because of the lack of resources. While technology can empower students and be a complete game changer in today's world, we have to talk about access and how technology is not very affordable in all parts of the world.

    1. Arguments

      I couldn't highlight the section I wanted to highlight since this table is a .jpg, but I wanted to cover the argument of "This has always been done"

      This argument is heard so often in not just education but the work force, politics, and more. From my experience with this argument, in my undergraduate studies in landscape architecture, at the end of every design studio we give a presentation of our work. A number of the professors in the program I would consider to be old fashioned, but not all of them. The format of the final presentation would always be a powerpoint slide presentation where visuals of sites would be shown as pictures and photography. A common critique would be that the pictures either looked bad, looked too good, and did not show parts of the site they wanted to see.

      I wanted to make not only the powerpoint but design projects to be more interactive and engaging. So I developed presentations for my class in a video format. While some forms of interpretation may be left out such as "going back to a slide and having a closer look at infographics and images, the viewing experience of the presentation became more engaging and interesting.

      Another process I wanted to incorporate is using real-time modeling tools like Minecraft as a development tool for my site designs. Though, that idea was shot down, but I think with the accessibility of the application as well as realism mod packs to the game, that dream can be a reality. That and going even further by implementing VR capabilities. This is not just in landscape design, but in other forms of media making as well.

  3. kpu.pressbooks.pub kpu.pressbooks.pub
    1. There is no such thing as personal data in the game of life but rather interpersonal data — created in and associated with identities in relationships.

      interpersonal data

    1. Minecraft is the most well known example of a sandbox game. Just like its life-world namesake, Minecraft is an open-ended creative space but with virtual shovels. Certainly the block world has unique properties (physics engine)

      I've seen electritions create massive & amazing creations on Minecraft! It's interesting to see thier carreer tie in with this simple sandbox game.

    2. video tutorials that show how to roll out a game in the classroom

      I despise reading, so I GREATLY appreciate those out there who put video tutorials of board games online <3 I hope both sides of your pillow are cold tonight :)

    3. An educator familiar with the social game Mafia might have their students play the game as part of a classroom lesson on the judicial system, creating a context in which students experience what it feels like to be unjustly accused of a crime

      I've seen TikTok videos of teachers turning Among Us into a counting game for 1st graders

    4. This is one reason games have such potential as tools for learning: they are really nothing more than complex problems waiting to be solved by players in a way that is both fun and challenging.

      100%, when I was in high school, we had an assignment to code a video game on a junior website... I failed lol, but it was fun and inspired me to keep going and become better.

    1. I realized no one wanted to message with a boy in his early adolescence, but many were clamoring to chat with an attractive woman. And that’s where Pamela came in. To interest fellow gamers, I needed to become a woman.

      Kalle is realizing because of the "cyberspace" he is in, he can choose to be whoever he wants. Anonymity is something that he would like to achieve because he does not feel a sense of belonging. This is easier to achieve on a game site than it is on social media. This is due to the fact that he does not have to verify his identity. According to a study done, teenagers who have low self-esteem and less friends offline are more likely to go online anonymously (Keipi, Oksanen, & Räsänen, 2015). This study is extremely interesting and is closely related to course materials.

    1. UDL creates a learning environment that is the least restrictive and most culturally responsive, trauma-informed environment for all students.

      Education should accessible and feasible for all and without UDL majority of students are not achieving what they should. All learners are different and unique individuals and should be seen that way! A positive and comfortable learning environment could be a game changer for some students.

    1. At least half of the reviews are fake, probably alt accounts by the creator or his friends (notice how they are all from Brazil and they have "played" for tons of hours but haven't even earned a single achievement...) This game will take you one or two hours at most to finish and the levels aren't "increasingly challenging" as stated in the description because you'll find that often the levels get easier as you progress and many levels just feel like "fillers" to artificially inflate the level count. Overall it's not a bad game and it's pretty cheap but I cannot recommend it due to the fake reviews which shows the creator's lack of integrity.
    1. SciScore for 10.1101/2020.11.17.20233577: (What is this?)

      Please note, not all rigor criteria are appropriate for all manuscripts.

      Table 1: Rigor

      NIH rigor criteria are not applicable to paper type.

      Table 2: Resources

      No key resources detected.


      Results from OddPub: Thank you for sharing your code and data.


      Results from LimitationRecognizer: We detected the following sentences addressing limitations in the study:
      Our analysis also subjects to several limitations. First, we assume the prevalence is known, and then choose individual or pooled testing according to the prevalence. During the pandemic, developing methods to estimate the prevalence of COVID-19 is crucial for adjusting containment policies. Moreover, we use a well-mixed SIR model to capture the difference between individual and flexible testing. More detailed transmission models that consider the heterogeneous population and social contact patterns can provide a more specific testing performance evaluation. In addition, assessing the diagnostic accuracy of tests administered to pooled samples and asymptomatic individuals is also an urgent priority5,24. Flexible testing and the newly developed tests, which are low cost and noninvasive, make widespread and frequent testing accessible and help navigate uncertainty after the reopening. Compared with the painful containment measures, increasing testing frequency enables people to return to workplaces and students to go back to schools more safely. For example, the U.S. National Football League is individually testing all players and team personnel every day or every other day during the regular season except game day because false positives may cause the delay or cancellation of a game. The seven-day positive rate is only 0.017% between August 30– September 5, 202025. Pooled testing can save more than 95% of tests for the National Football League. Moreover, the University of Illi...

      Results from TrialIdentifier: No clinical trial numbers were referenced.


      Results from Barzooka: We did not find any issues relating to the usage of bar graphs.


      Results from JetFighter: Please consider improving the rainbow (“jet”) colormap(s) used on page 5. At least one figure is not accessible to readers with colorblindness and/or is not true to the data, i.e. not perceptually uniform.


      Results from rtransparent:
      • Thank you for including a conflict of interest statement. Authors are encouraged to include this statement when submitting to a journal.
      • Thank you for including a funding statement. Authors are encouraged to include this statement when submitting to a journal.
      • No protocol registration statement was detected.

      <footer>

      About SciScore

      SciScore is an automated tool that is designed to assist expert reviewers by finding and presenting formulaic information scattered throughout a paper in a standard, easy to digest format. SciScore checks for the presence and correctness of RRIDs (research resource identifiers), and for rigor criteria such as sex and investigator blinding. For details on the theoretical underpinning of rigor criteria and the tools shown here, including references cited, please follow this link.

      </footer>

    1. profoundly difficult

      Challenge can be what makes a video game interesting and drives people to finish the entire thing, but there is a fine balance. If a game is seen as mundane or boring, I for one am much less likely to finish the game. On the other hand, if the game is so difficult that I often find myself getting frustrated, I usually stop playing altogether as well.

    2. There are, of course, lots of other typesof video games

      I do think this describes the majority of them though - in a way most games have some 'story mode' aspect where they can play in a linear fashion moving through the problems of the game

    1. While many credit game play with fostering new forms of social organizationand alternative ways of thinking and interacting

      I think some games does this to more extent than others. Example mmorpgs may have a better and more complex social organization than first person shooters.

    2. Yu-Gi-Oh,

      me and my friends used to watch Yu-Gi-Oh and play the card game at school. We used to challenge ourselves to flip a Yu-Gi-Oh card, and whoever flips the other's cards faster, they got to keep the cards for themselves. The cards include one card from each person.

    3. A game can easily be made fascinating enough to put over the dullest facts.

      I gained a lot of knowledge from games that I wouldn't have otherwise.

    1. full potential of video games is most fully realized by the kind of dedicated,meaning-making, community-based players who call themselves fans. And thispotential always extends outward from the game itself into the real socialworld, the “media ecology,” where technologies or expressions combine withcorporate interests and audience demands, and the constructed “universe” of agame, including its paratextual materials (packaging, game guides, collectibleobjects, online stats), narrative elements, story and back-story, and imaginedgameworld. It doesn’t matter if any particular player is aware of every aspectof this extended “game;” it’s a collective and potential reality, a transmedia,multidimensional grid of possibilities surrounding any given game.

      losing my mind over this paragraph I love this it's great

    2. The paratext is thusabout the material conditions of a book’s production, publication, and recep-tion, how a book makes its way out into the world and comes to meansomething to the public audience that receives it

      It's interesting to see 'paratext' defined this way (examples like blurbs and reviews) because the first time I got introduced to the term was in reference to game walkthroughs. At the same time, things like walkthroughs and wikis seem to fit better into 'transtext' as defined by Louisa Ellen, fan-authored transformative works.

      Check out this chapter! (Stein, Louisa Ellen. 2017. "Fandom and the Transtext." In The Rise of Transtexts: Challenges and Opportunities, edited by Kurtz Stein, Benjamin W. L. Derhy, and Mélanie Bourdaa. New York: Routledge.)

    3. Does Laura Croft’s sexualized bodyreally matter to the essential experience of playing Tomb Raider?

      maybe you'd have an answer to this question if you'd played the game enough to know her name's Lara

    1. Kahoot! is a game-based student response tool. Educators can design or use predesigned Kahoot! games to help students memorize Constitutional terms.

      For our group project this week, we decided to look into Kahoot and see if it was a safe game for teachers to use with their students in the classroom. As we were familiar with using this tool growing up in the classroom, we wanted to know if it was actually safe. Thankfully, when using incognito mode on google chrome, it makes this tool a lot safer to use as it can take a students information and IP address without incognito mode on.

    2. Kahoot! is a game-based student response tool. Educators can design or use predesigned Kahoot! games to help students memorize Constitutional terms.

      I am very familiar with Kahoot and think it's a great tool for students to use in classroom settings

    3. Kahoot! is a game-based student response tool. Educators can design or use predesigned Kahoot! games to help students memorize Constitutional terms.

      Kahoot is a great tool just like Jeopardy but more interactive with students. I loved the idea of using my phone to play Kahoot in class.

    4. Kahoot! is a game-based student response tool. Educators can design or use predesigned Kahoot! games to help students memorize Constitutional terms.

      Oops!! I saw this after I just wrote about how the interactive immediate response reminded me and connected me to Kahoot- I was thinking the right direction I see then :)

    5. Digital Tool in Practice: Google Tour Builder is a knowledge-building tool allowing students to construct interactive virtual tours using Google Earth. Students could create a virtual tour of key places during Shays’ Rebellion and insert links, videos, and text descriptions to draw connections to a present-day governmental protest.

      Scratch is also another good tool that uses constructivism. It is a website that allows student to create games and learn how to code. It uses constructivist learning through students navigating the website and interacting with the different tools to create a game and thus learning to code. https://scratch.mit.edu/

    1. play at Cards with my Wife after dinner, you / are fit for Women at that game; yet hah, ha---['Tis as / much a Husbands prudence to provide innocent diversion / for a Wife, as to hinder her unlawful pleasures; and he had / better employ her, than let her employ her self.

      Uncensored: did he just say he'd like for Horner to have sex with his wife rather than for her to masturbate...? Lol

    1. Após a partida, LeBron ainda exaltou Curry: Finalmente tive que dividir o chão com Stephen Curry. Bem atrasado e eu amei cada segundo.

      Ótima primeira notícia, com uso abundante e bem posicionado de multimídia. Bom texto, com necessidade de alguns poucos ajustes.

    2. jogador pulando um carro e realizando a enterrada

      Como esse fato refere-se a uma edição passada do torneio, então talvez seja melhor colocar um link ao invés do vídeo incorporado (por mais inusitado que seja uma cena como essa, haha)

    1. I’m sorry this is a little sparse! I am hoping to complete this game at some point or another, even if it is not right now. I hope to post updates as I go

      hi this is SO COOOOOOOOOOOOOL. I never ever would've thought of making a whole game for this project??? I am literally in awe???? I also think this is genius because I feel like a story game might be accessible for people in ways that massive epics are not. I love the creativity and I think the stuff you have made so far is very aesthetically pleasing and also doing great in giving Cryseis a narrative. I am so looking forward to seeing anything else you add!

    1. itch.io@itchioOpen indie game marketplace and DIY game jam host Account support? Email support@itch.ioSan Franciscoitch.ioJoined December 201110 Following87.4K FollowersFollowed by Matrix, Nerd Whisperer , and 2 others you follow

    1. Activity: 4.7.2 Guessing Game. (recursion_AC_2)

      This code causes a "Segmentation fault (core dumped)" and I can't gess how to solve it. There are instructions I don't understand yet: the use of lib cstdlib the reserved word cin, time, srand...

    1. The score can change or vary during the game, which is why we call it a variable.

      so what would you have to do if you want to keep multiple high scores?

    1. However, he says there are apps that help citizens choose which data they share, leading to a more efficient tracking of the virus. “If people can decide themselves if they want to participate or not, then we have privacy-friendly alternatives. That’s a game changer.”

      support idea

    1. This article demonstrates how Monte Carlo simulation can be used to solve a real-world, every day problem: Of these three games, which one will provide entertainment for my four-year-old yet let me retain my sanity? If your child is inflexible regarding changing the rules, choose Cootie or Chutes and Ladders which have similar average game lengths. Of the two, Chutes and Ladders is probably the more interesting because of the possibility of moving both forward and backward. If your child insists on Candyland, consider changing the rules as suggested above. An alternative strategy, of course, is simply to let your child cheat. This not only shortens the games, but has the additional incentive that it usually causes the child to win and puts them in a better mood (though it certainly doesn't teach much about ethics). On the bright side, in the few weeks it has taken to complete this study, we have progressed from board games to card games, specifically Uno, which are much more interesting for adults and children. Perhaps there is a God after all.

      The most awesome set of conclusions I've read in a paper in years!

    2. Monte Carlo simulation is used to determine the distribution of game lengths in number of moves for three popular children's games: Cootie, Candyland and Chutes and Ladders. The effect of modifications to the existing rules are investigated. Recommendations are made for preserving the sanity of parents who must participate in the games.

      And people say math isn't important...

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      If policy of player A is determined, from the action of player A there is a posterior probability of Player A has a high card (let's call it q) , then you can use p to maximize player B's expected utility and find p is equal to q .

      Paradox simply comes from that at this decision point, plan optimal(reveal card with a probability r) is not action optimal(reveal card with probability 1).

    1. Uber initially focused on limos, and Flickr spun out of attempts to create a multiplayer online game. The process of finding product market fit means that you might end up with a very different product at the end than the one you thought you’d build when you started.

      .c2

    1. University of Connecticut’s, which preemptively canceled its entire 12-game season. Despite thousands of athletes being sickened by the coronavirus, the conferences forged ahead, including even the Big Ten and Pac-12, which in the summer prudently chose to suspend their seasons but reversed course. Many college football stadiums allowed in thousands of spectators, who displayed varying adherence to mask protocols, though college basketball appears unlikely to allow fans into its arenas.

      h

    1. abres coach Ralph Krueger was fired Wednesday morning with the team in the midst of a 12-game winless streak.Always opiniated Sabres Twitter had plenty of thoughts. Here's a sampling:

      Really short introduction. Not many articles, especially big news media outlets publish articles that have such few written words from the media themselves.

    1. These games areplayed out in the world, in real space, centered on compelling, contem-porary, and complex real-world problems; as such, they invite students tobring in what they know (and can find) about their worlds around them.

      I guess connecting your learning with the real world will probably benefit you in a way that the game will become a lot easier since you know your surroundings.

      Like if I were at a park and needed a water Pokemon on Pokemon Go, I'll walk straight to the pool or the lake which I know where that is.

    2. marry new vocabulary encountered in the process of game playto actions

      I learned a lot of different vocabulary from video games like fortify, rejuvenate, and arachnophobia.

    3. projective identities—identities that are a melding of ourselves andour game identities, possible selves that the game invites us to inha

      Fun term

    1. I feel like if I was out there (playing) we would definitely have a great chance of being in the (NCAA) tournament."

      This is an example of bias because Nate is expressing confidence in his own abilities. Some other people may disagree with the statement. Because Nate knows the game more than most and is talking about himself he is displaying a clear bias. To clear up this is a good thing to have have confidence in oneself not knocking him at all.

    1. Honestly the critic reviews entire miss the point of this game. The game is a tongue-in-cheek love letter to Japanese quirk/kitsch. The controls are intentionally awkward. The physics are intentionally always just that little bit unpredictable. Watch a few gameplay trailers to get a far more accurate depiction of the chaos that is Nippon Marathon that I ever got from any of the ‘professional’ critic reviews.
    1. Based on my search, the game might be developed by neptun digital, an Android game called Brain On Physics Drop - Idle Balls Puzzle. It was released on Amazon, on June 29, 2017. Free.Later on Sep 4, 2017 it was put on google play store called Physics Brain Balls - Drop It On Dots. Free.Then in June 2018, its web browser version Love Draw released by Faramel Games. Free.Later here on Jan 9, 2019, Windows port showed up. Paid to play. Apart from all of this, the design of origin is simply modified based on a free game called Brain Dots released in 2015.A port doesn't deserve to be paid, let alone the origin of the port is not original at all.

      Not everything needs to be 100% original. People are allowed to charge money for their creations/work. "Porting" a game (probably writing from scratch if they are not the same developer) is not trivial.

    1. A simple, yet surprisingly mind-boggling puzzle game. Simplicity may be perceived as a negative connotation when it comes to games for many people, but Neon Warp's simplicity actually works in it's favor in the best way possible and becomes one of it's strength.
    1. everyonewhofollowedyoucouldseeeverytweetyouposted,including(©replyconversations.

      This is a dangerous game when you have both your family and friends that can see what you are being mentioned in.

    1. Walden, a game

      This looks amazing! I'm about to date myself here, but my last experience with educational games was as a student in the 1980s when we played Oregon Trail...it came on floppy discs and you had to stop playing and change discs because the game files were so large. I can't wait to see how much gaming has advanced!

    2. Remix National Writing Project / Minecraft Lessons

      I am super excited to learn about this topic! I found that students get engaged better when they learn using a game they are familiar with; it takes away a lot of their anxiety.

    1. Have you ever played the game 20 questions? Most of us have played that game at one point in our lives. One person thinks of something that could be an animal, vegetable, or mineral and then they answer yes/no questions that are asked of them. The point of the game is to ask as few questions as possible in order to accurately guess what the person is thinking.  This is how I think of the unit tests that I write the specified behavior as I’m doing test-first development. I ask what are the fewest tests that I need to write in order to assert the behavior I want to create.
    1. Good bit of content, but very little of it. 10€ for leviathans is a salty price for what it offers, if this was part of the Utopia DLC it's asking price of 20€ would have been easier to justify. Worth getting just to have more content in the game but paradox is really stretching by asking money for this little. Could/should have been a free update really.
    1. Reviewer #1: The aim of this article seems to be to present the methodology of design patterns to structure anticipatory futures work. I think this aim is highly relevant and interesting for the discussion around anticipation and that this focus does have the potential for an interesting contribution. I also want to acknowledge the hard work that the authors have put into this. They have demonstrated that they are aware of a lot of related work at the intersection of design and futures. In order to support the development of the thinking, I will outline some of the main issues that I found when reading the manuscript below.

      At present the manuscript does not adequately explain what design patterns are and how design patterns can actually support anticipatory futures work in a way that is distinct from existing design and futures methodologies. The broad definition of design patterns as "solutions to problems arising in the context of repeatable activity" doesn't seem to provide clarity on what is NOT a design pattern. Are all solutions design patterns if there is some aspect that is repeated? Are all existing design and futures methods patterns? What is helpful about thinking about these activities as patterns if they are already happening? To make a contribution with this work, the conceptualization of patterns needs to be unpacked much more and the examples can't just be described but there is a need to show how the pattern itself is particularly useful in the example. In what way are thinking about these as patterns generative? How it is different from existing alternative approaches?

      In addition, the structure of the manuscript could be improved. Starting with COVID-19 as the hook for this work and then coming back to it at the end to show how patterns could have helped the pandemic, feels somewhat disconnected and unconvincing. Also, in Fig. 5 much of what you included bags questions about if such activities really could have helped in preparing for the pandemic. For example, on what basis can you argue that planning the game Pandemic beforehand would have helped leaders contain the virus. Furthermore, throughout the text, there is the integration of many loosely connected ideas but you often hop quickly from one to the next without fully explaining yourself. For example, the use of Heidegger on p. 11 felt thrown in and not well explained. I would try to ask yourself if the idea or reference is critical to your overall argument and if not leave it out to make space to better explain and connect what you do include.

      There is also a need to find a more convincing way to motivate why this methodology of design patterns is needed - what are existing methodologies at risk of? What is the issue if this type of approach isn't developed? What urgent needs does it meet that others do not? At the end of p.5 you say that this fills a gap around participatory anticipatory learning for complex problems requiring a group response, but are there not already many pre-existing methodologies that focus on that, including the many examples that you refer to in the paper?

      In addition, there seem to be a central tension between patterns and anticipation of change that goes unaddressed by the authors. If patterns are conditioned by repeated activities from the past, might they actually be inappropriate for thinking about evolving futures or conditioning us to think about the future by projecting the past? Or why is it that we need patterns to help us make sense of and prepare for the complexity and uncertainty of the future? I would love to see this paradox better grappled with in this work.

      The approach of the paper needs further explanation and rational and could perhaps be re-worked to better show the value of patterns as an anticipatory methodology. First you introduce Open Futures Design, but it is not clear to the reader what this really is. Is it a pattern that using patterns is useful for social cohesion? This overall umbrella needs to be made clearer. In addition, it is not understood why you have selected the three patterns of the roadmap, participatory scenario planning, and play. Why those three and not others? In what way do they in particular reflect the intentions of open future design? What makes them great examples of relevant patterns?

      In addition, throughout your patterns you draw on many examples of existing methods/methodologies or activities that relate to these examples. Their inclusion feels somewhat random. There is likely too many examples and they are not well justified as to why they are included or how they inform the usefulness of patterns as a methodology. In particular, if you are pointing to design futures methods that already exist and then put the label of pattern on it, how is this methodology new or what value is it adding to existing work to call it a design pattern? If you could develop much more how thinking about these as a pattern could be helpful, you would have stronger support for the development of your main claims. In addition, if you are pointing to other examples that were not necessarily thought about as patterns at the time of use, it is not convincing as to how than it helps to think about them as patterns. Please elaborate on this.

      In most of your figures you use metaphors and also throughout some of the text. However, these metaphors are not well explained and connected to your points in the text so they become somewhat distracting and leave questions for the reader. For example, when reading about Open Future Design, I was left wondering about how exactly it was like a water cycle and how that helped me in understanding your points. I love metaphors and think they can be powerful guides, but I couldn't quite grasp this. Also, you seem to break your own pattern of visually showing metaphors for the patterns on Fig 4, which directly seem to reflect play. I also felt like the language patterns you articulated under each image "Context… If… Then…" felt overly simplistic and left me wondering about how they could really be helpful and how they could be used by myself or others moving forward. You didn't really explain how these patterns you are creating could be used in practice, but that seemed to be your intention. This too needs further development.

      In general, I think the idea of working with patterns as an anticipatory methodology is an interesting one. However, more work needs to be done to explain how this is novel and what value it brings in relation to existing methods and methodologies in this same space. Best of luck with your future developments of this and related work.

  4. boardgamegeek.com boardgamegeek.com
    1. Since student-athletes also bring in revenue for their team and college or university,

      I do not know how that would help paying student athlete. Every athlete can be popular after having a good game.

    1. All the proud fathers are ashamed to go home, Their women cluck like starved pullets, Dying for love.

      ashamed to go home because they spent their whole day focued on a game with other men and not their wives

    1. Flaunting the spoils of their military exploits, the image is composed not unlike a portrait of hunters returning with game or fishermen proudly holding up their catch. The Hinomaru would have meant little to these soldiers (and to most non-Japanese) other than a symbol for Japan itself, at the very least, a token captured from the enemy. Like any slain deer or giant tuna, the flag would seem at first

      Is he trying so say that photos of war is almost like a hunting trophy?

    1. If you want to try playing to see how these pieces work in the game, you can playtest it on the Iishogi.org site (https://lishogi.org/).  Last year the Iishogi designer asked me to register the Design SHOGI pieces on their site.  This Iishogi.org is a free to play Shogi website.  I was willing to give them permission to use them.  You are free to play and switch pieces design from the piece variation section.  If you register your ID, then you can play vs the A.I. easily.  You can learn how the Design SHOGI pieces work there.
    1. wouldn’t it be worth it to dial back on those blows when players are younger,

      And this is where I disagree. It is important to start these kids at a young age mainly to teach them proper form and technique so they can learn and be able to use that knowledge to further their knowledge on correct safety protocols. If they wait too long, it could take longer for them to learn. And starting at a later age where the game is at a higher speed could cause injury to someone who isn't familiar with the correct techniques and form to stay safe.

    2. “I don’t think football needs to be played until you’re in ninth grade,” Holgorsen said. “That’s my personal opinion with kids growing up.”

      This argument starts out with saying that kids shouldn't start playing football until in high school. I do not agree, because how are kids suppose to know how to hit properly and protect themselves when they are just jumping into a game that is at a way higher speed than if they would have started when they were younger.

    1. Most high school football coaches understand the dangerous nature of football collisions, work to minimize the risk, and focus on the virtues of teamwork, responsibility, working for a common goal and selflessness. All team sports, football included, teach teens about resiliency and accountability and responsibility.

      Here we see how they talk about how coaches understand the risk and are doing everything they can to keep their players safe and also able to enjoy the game

    2. Are there chances for concussions? Of course. There are collisions. But the game is safer than it's ever been."

      Another important point that it's not the game that is causing these injuries. Injuries are going to happen, but the game has been modified over the years to be safer and more responsible.

    3. "Football is vital to our communities in that it teaches young men toughness, hard work, responsibility, team work and selflessness.

      This is an important starting point that emphasizes how the game of football is not just about hitting other people or being violent. It's about teaching young athletes respect, toughness, hard work, responsibility, team work and coachability. Great skills not just for sports but for life

    1. Among the twenty-four videos, there are three overweight characters (“Star Wars Kid,” “Numa Numa Guy,” and the “Angry German Kid”); one little person (“Little Superstar”); one constantly perspiring individual with thick glasses (“Chocolate Rain”); and the fictional Leeroy Jenkins, who manages to get his entire group killed in a World of Warcraft game.

      Why is it that people out of the "ordinary" become the most popular on social media?

    1. ABSTRACT: Many critics of randomisation have assumed that it is supposed to guarantee balance of prognostic factors, proceeded to show that this is impossible and then concluded that the theory is flawed. However, the shocking truth about randomisation is exactly the opposite of what they suppose. If we knew that all prognostic factors in a randomised clinical trial were balanced, the standard analysis of such trials would be wrong. The analysis that Fisher proposed for randomised experiments makes an allowance for factors being unbalanced. I shall show how this fundamental misunderstanding of how the randomisation and analysis combination deals with error is the origin of a serious error in interpreting trials. I shall illustrate the points with a game of chance and an actual trial. I conclude by recommending that would-be commentators should not presume to analyse the logic of trials until they have analysed some results.
    1. I am a game designer with experience in a very small niche. I create and research games designed to be played in reality. I’ve worked in Alternate Reality Games (ARGs), LARPs, experience fiction, interactive theater, and “serious games”. Stories and games that can start on a computer, and finish in the real world. Fictions designed to feel as real as possible. Games that teach you. Puzzles that come to life all around the players. Games where the deeper you dig, the more you find. Games with rabbit holes that invite you into wonderland and entice you through the looking glass.When I saw QAnon, I knew exactly what it was and what it was doing. I had seen it before. I had almost built it before. It was gaming’s evil twin. A game that plays people. (cue ominous music)
    1. the probability of effective dispersal of large-seeded endozoochorous plants can decline byover 60% compared to non-hunted forests

      I am not a hunting type of person and my diet reflects that as well, but there needs to be greater regulations on all hunting. I know that there are seasons for certain types of animals and I've heard in the past there has been a "cap" at how many you can kill. With that said has there been a time were they canceled a season because the population of the species decreased significantly? There should also be a greater number of fish and game officers where there are endangered or soon to be endangered animals to protect those left.

    2. while people prefer to hunt large-bodied mammals in tropical forests, feedingtaboos and restrictions can switch“on or off”depending on levels of game depletion

      its know that food scarcity will cause people to defer from what is considered taboo, historically is not unique to find humans resorting to foraging for foods that would not be considered traditional, such as roots, bark, and companion animals.

    3. In sum, game harvest studies throughout thetropics have shown that most unregulated, com-mercial hunting for wild meat is unsustainable(Robinson and Bennett 2000; Nasiet al.2008),and that even subsistence hunting driven bylocal demand can severely threaten many medi-um to large-bodied vertebrate populations, withpotentially far-reaching consequences to otherspecies

      If this is true why aren't regulations much more strict and why aren't there more limits on hunting and fishing both commercially and recreationally? It seems as though we know it's having a negative impact and ding harm but just not doing anything to stop it.

    4. 6.2.2 Tropical forest vertebratesHumans have been hunting wildlife in tropicalforests for over 100 000 years, but the extent ofconsumption has greatly increased over the lastfew decade

      The price of tropical game has gone way up and is much more expensive than it has ever been, the more money for rainforest kills is getting more and more people out hunting that sort of game. it is kind of upsetting that these species are becoming more and more hunted threatening extinction.

    5. Africa,

      I realize that elephants and white tailed deer are very different species and deer hunting is justified by keeping deer populations in control to stop the spread of disease etc. But I am curious as to whether this is just justification for the industry and not about conservation at all. Because of Corona travel was stopped to Kanya and the Game reserves were shut down to tourism. This has resulted in an elephant baby boom ( a species that is endangered). Would a similar thing happen to deer populations and would it necessarily be a bad thing or have the white tailed deer evolved to deal with human's as predators and would therefore harm the ecosystem by ending hunting? A similar thing happened in Uganda with gorillas!

      https://www.npr.org/2020/08/14/902177466/some-good-news-an-elephant-baby-boom-in-one-kenyan-national-park https://www.bbc.com/news/world-africa-53997900

    1. Visualization software can be divided into the following categories: (1) drawing programs that generate images algorithmically (e.g., Processing) or through rendering (e.g., Rhino) in pixel/raster or vector formats with surface textures and other visual effects; (2) visual displays of quantitative (numerical or statistical) informa-tion (Tableau, Google Fusion, Excel charts, scatter plots, etc.); (3) forced or directed graphs (Cytoscape, Gephi, and other network visualizations) gen-erated through computational analysis of betweenness and other factors; (4) simulations of complex, nonlinear, or dynamic systems (Game of Life, VisSim); (5) visualizations from integrated data analysis (Inscriptifact, imag-ing, forensics, etc.); (6) visual presentations of data mining or analysis (Voy-ant, Google Fusion Tables, Tableau).

      hmm. examples could be better?

    Annotators

    1. The bloom of COVID19 has resulted in the explosion of ripple pollens which have severely affected the world community in the terms of their multi-axial impact. These pollens, despite being indistinguishable, have a varied set of characteristics in terms of their origin and contribution towards the overall declining homeostasis of human beings. The most prominent of these pollens are misinformation. Various studies have been conducted, performed, and stochastically replicated to build ML-based models to accurately detect misinformation and its variates on the common modalities of spread. However, the recent independent analysis conducted on the prior studies reveals how the current fact-checking systems fail and fall flat in fulfilling any practical demands that the misinfodemic of COVID19 brought for us. While the scientific community broadly accepts the pandemic-like resemblance of the rampant misinformation spread, we must also make sure that our response to the same is multi-faceted, interdisciplinary, and doesn’t stand restricted. As crucial it is to chart the features of misinformation spread, it is also important to understand why it spreads in the first place? Our paper deals with the latter question through a game-theory based approach. We implement a game with two social media users or players who aim at increasing their outreach on their social media handles whilst spreading misinformation knowingly. We take five independent parameters from 100 Twitter handles that have shared misinformation during the period of COVID19. Twitter was chosen as it is a prominent social media platform accredited to the major modality for misinformation spread. The outreach increment on the user’s Twitter handles were measured using various features provided by Twitter - number of comments, number of retweets, and number of likes. Later, using a computational neuroscientific approach, we map each of these features with the type of neural system they trigger in a person’s brain. This helps in understanding how misinformation whilst being used as an intentional decoy to increase outreach on social media, also, affects the human social cognition system eliciting pseudo-responses that weren’t intended otherwise leading to realizing possible neuroscientific correlation as to how spreading misinformation on social media intentionally/unintentionally becomes a strategic maneuver to increased reach and possibly a false sense of accomplishment.
    2. The bloom of COVID19 has resulted in the explosion of ripple pollens which have severely affected the world community in the terms of their multi-axial impact. These pollens, despite being indistinguishable, have a varied set of characteristics in terms of their origin and contribution towards the overall declining homeostasis of human beings. The most prominent of these pollens are misinformation. Various studies have been conducted, performed, and stochastically replicated to build ML-based models to accurately detect misinformation and its variates on the common modalities of spread. However, the recent independent analysis conducted on the prior studies reveals how the current fact-checking systems fail and fall flat in fulfilling any practical demands that the misinfodemic of COVID19 brought for us. While the scientific community broadly accepts the pandemic-like resemblance of the rampant misinformation spread, we must also make sure that our response to the same is multi-faceted, interdisciplinary, and doesn’t stand restricted. As crucial it is to chart the features of misinformation spread, it is also important to understand why it spreads in the first place? Our paper deals with the latter question through a game-theory based approach. We implement a game with two social media users or players who aim at increasing their outreach on their social media handles whilst spreading misinformation knowingly. We take five independent parameters from 100 Twitter handles that have shared misinformation during the period of COVID19. Twitter was chosen as it is a prominent social media platform accredited to the major modality for misinformation spread. The outreach increment on the user’s Twitter handles were measured using various features provided by Twitter - number of comments, number of retweets, and number of likes. Later, using a computational neuroscientific approach, we map each of these features with the type of neural system they trigger in a person’s brain. This helps in understanding how misinformation whilst being used as an intentional decoy to increase outreach on social media, also, affects the human social cognition system eliciting pseudo-responses that weren’t intended otherwise leading to realizing possible neuroscientific correlation as to how spreading misinformation on social media intentionally/unintentionally becomes a strategic maneuver to increased reach and possibly a false sense of accomplishment.
    1. Regarding the weapons priming effect, repeatedexposure to the use of guns for aggressive purposes maylead people to form gun-related knowledge structuresthat include the idea that guns cause or enable aggres-sive behavior (perceptual schema), and informationabout how guns are used to threaten or harm people(behavioral script)

      I would like it if they defined what "aggressive purposes" are. Is this hunting..? Is this a video game gun..?

    Annotators

    1. people have to be held responsible for their own actions and not blame it on a game.

      This claim is saying video games isn't bad and shouldn't be the reason gun violence exists.

    1. The more long-term gamers were also more likely to fantasize about hitting someone they didn’t like.

      I imagine this is due to being angry at the game and ultimately "rage quitting".

    2. violence in virtual reality might play out in real life have led legislators to propose everything from taxing violent video games to proposing age restrictions on who can buy them

      Virtual reality has been said to help those in the military to train to become mentally tough. Although, I don't think taxing a game or putting age restrictions will prevent people from buying them since people can easily lie about their age.

    1. but in the casino of Wall Street the house always wins, and many Redditors may be flirting with financial catastrophe.

      The author of the article gives his opinion about the stock market and how stocks are vey controversial; he believes that the dilemma that happened with Gamestop sparking people's interests as they believe stocks are more of a game that they have control over.

    2. This column is not about GameStop, though not for lack of trying.

      Referring to the time when game stop stocks were booming and everyone was buying them in efforts to become rich

    1. If a philosophy titan like Kant had trouble understanding that it’s not the victim’s fault to be raped, then it’s not a surprise that society today is still having the same struggle. A University of North Carolina-Chapel Hill college counselor told a sexual assault victim, “Rape is like football, and you’re the quarterback; when you look back on a game, Annie, how would you have done things differently?” A student from University of Connecticut claimed that a school police officer told her, “Women need to stop spreading their legs like peanut butter or rape is going to keep on happening ‘til the cows come home.” Then we saw Forbes ran a piece written by a former MIT fraternity president, titled “Drunk Female Guests Are the Gravest Threat to Fraternities.”

      IGives background info to set up for Yoffe's argument. Here's why this is an important question/issue.

    1. it wasn’t that easy

      at one point in the semester I was looking for a new job so I kept my phone on and near me in case I got a call for an interview, but this added temptation to look on social media or play a game on my phone during class

    1. their notion being that the soul is buried in the present life; and again, because by its means the soul gives any signs which it gives, it is for this reason also properly called “sign” (σῆμα). But I think it most likely that the Orphic poets gave this name, with the idea that the soul is undergoing punishment for something; they think it has the body as an enclosure to keep it safe, like a prison, and this is, as the name itself denotes, the safe (σῶμα) for the soul, until the penalty is paid, and not even a letter needs to be changed.

      Why this reference to "letters" (gramma)? Obviously the letter game (soma sema) but also the reference to signs and inscriptions.

    1. That changed once it was established that not just rap, but specific works within the genre, would have a permanent shelf life. Since then, achieving this status has become a top priority

      Great thesis. Interesting too, it goes without saying.

    1. The effectiveness of a nation’s COVID-19 response in limiting transmission depends on people complying with unfamiliar restrictions. The immediate cost of abiding by these restrictions (e.g., by staying home) to the individual is relatively clear, yet other outcomes are delayed and noisy. It is difficult to infer whether others have fallen ill because of one’s own actions, or whether one has played a part in causing a ‘lockdown’. This uncertainty leads people to take cues from their dynamic environment and social norms on the right course of action. This preregistered study investigates how people cooperate, and how the social context influences their decisions using an iterated multiplayer game (akin to a public goods game), wherein they encounter various levels of compliance of others, variations in disease prevalence, and differences in the costliness of a lockdown. Participants indicate how much they would hypothetically isolate themselves for each level of average self-isolation by others in the group, they predict how much others will self-isolate, and make a decision about their own self-isolation. We show that participants tend to self-isolate more when they predict others will self-isolate more, and when there are more infected players in the group; we show that participants suffer from illusory superiority, underestimating others’ self-isolation compared to their own, and we show that higher perceived cost of lockdown leads to more compliance, but that this effect is stronger when players predict that others will be compliant too.
    1. SciScore for 10.1101/2021.02.04.21251127: (What is this?)

      Please note, not all rigor criteria are appropriate for all manuscripts.

      Table 1: Rigor

      <table><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Institutional Review Board Statement</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Randomization</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Blinding</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Power Analysis</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Sex as a biological variable</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Cell Line Authentication</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr></table>

      Table 2: Resources

      <table><tr><th style="min-width:100px;text-align:center; padding-top:4px;" colspan="2">Experimental Models: Cell Lines</th></tr><tr><td style="min-width:100px;text=align:center">Sentences</td><td style="min-width:100px;text-align:center">Resources</td></tr><tr><td style="min-width:100px;vertical-align:top;border-bottom:1px solid lightgray">Viral plaque assays: Viral plaque assays were carried out using VERO E6 cells in 24 well microtitre plates.</td><td style="min-width:100px;border-bottom:1px solid lightgray"><div style="margin-bottom:8px"><div>VERO E6</div><div>suggested: None</div></div></td></tr></table>

      Results from OddPub: We did not detect open data. We also did not detect open code. Researchers are encouraged to share open data when possible (see Nature blog).


      Results from LimitationRecognizer: We detected the following sentences addressing limitations in the study:
      Limitations: All experiments were carried under a single temperature and humidity, two parameters known to affect SARS-CoV-2 viability.26 Sports are played under different conditions due to seasonality and whether they take place in or outdoors. A more accurate assessment would include these variables. The minimum infectious dose of SARS-CoV-2 remains unknown,7 and this makes it difficult to extrapolate the amount of virus on a surface necessary for transmission. The prospect of future human challenge models may provide this data.27 Our methodology employed a dry swab to retrieve the virus from the surfaces, in order to best replicate the transfer onto a player’s body or clothing. Higher viral recovery, and possibly less variation between replicates, would have been achieved by directly adding media to absorb virus23 or by using a wet swab.24 However, this would not replicate the real-world conditions that the experiments were designed to assess. The recovery rate of dry swabs varies, but has been estimated as 32-38% for recovering MS2 phage from steel surfaces, depending on the elution media.25 Therefore, more virus is likely to be present on the materials than our results may infer. This was a laboratory study, and further in-game behavioural studies are required to show frequency of potential transmission events to quantify risk. In practice many items of sports equipment are not routinely handed from person to person but instead rub against or collide with implements, oth...

      Results from TrialIdentifier: No clinical trial numbers were referenced.


      Results from Barzooka: We did not find any issues relating to the usage of bar graphs.


      Results from JetFighter: We did not find any issues relating to colormaps.


      Results from rtransparent:
      • Thank you for including a conflict of interest statement. Authors are encouraged to include this statement when submitting to a journal.
      • Thank you for including a funding statement. Authors are encouraged to include this statement when submitting to a journal.
      • No protocol registration statement was detected.

      <footer>

      About SciScore

      SciScore is an automated tool that is designed to assist expert reviewers by finding and presenting formulaic information scattered throughout a paper in a standard, easy to digest format. SciScore checks for the presence and correctness of RRIDs (research resource identifiers), and for rigor criteria such as sex and investigator blinding. For details on the theoretical underpinning of rigor criteria and the tools shown here, including references cited, please follow this link.

      </footer>

    1. SciScore for 10.1101/2021.02.15.21251745: (What is this?)

      Please note, not all rigor criteria are appropriate for all manuscripts.

      Table 1: Rigor

      NIH rigor criteria are not applicable to paper type.

      Table 2: Resources

      No key resources detected.


      Results from OddPub: We did not detect open data. We also did not detect open code. Researchers are encouraged to share open data when possible (see Nature blog).


      Results from LimitationRecognizer: We detected the following sentences addressing limitations in the study:
      There are limitations to this study. The Stable Unit Treatment Value Assignment (SUTVA) assumption stipulates that each unit receives the same form or version of the treatment[15]. The treatment in this study, namely in-person attendance, was defined as a binary (yes or no fans) and therefore the results do not capture the possible impact of differing attendance numbers (Figure 2) on the outcomes. When the NCAA attendance numbers are made publicly available, additional sensitivity analyses can be performed to establish whether varying attendance numbers have an impact on COVID-19 spread. We also did not control for other large gathering events, such as political rallies, as some have been found to cause a local spread in COVID-19 cases[16]. We also did not account for the spillover effects to the counties adjacent to the ones hosting NFL/NCAA games. Finally, our analysis could not assess whether the Super Bowl LV game held on February 7th, 2021 in Tampa, Florida is associated with an increase in the spread of COVID-19 cases because of post-game celebrations. Our study provides new information on the effect of football games with in-person attendance on COVID-19 spread. This time-series, cross-sectional study with difference-in-differences design suggests that NFL and NCAA games held with limited in-person attendance do not cause an increase in COVID-19 cases in the counties they are held. Further research is needed to account for spillover effects to counties adjacent to the ...

      Results from TrialIdentifier: No clinical trial numbers were referenced.


      Results from Barzooka: We did not find any issues relating to the usage of bar graphs.


      Results from JetFighter: We did not find any issues relating to colormaps.


      Results from rtransparent:
      • Thank you for including a conflict of interest statement. Authors are encouraged to include this statement when submitting to a journal.
      • Thank you for including a funding statement. Authors are encouraged to include this statement when submitting to a journal.
      • No protocol registration statement was detected.

      <footer>

      About SciScore

      SciScore is an automated tool that is designed to assist expert reviewers by finding and presenting formulaic information scattered throughout a paper in a standard, easy to digest format. SciScore checks for the presence and correctness of RRIDs (research resource identifiers), and for rigor criteria such as sex and investigator blinding. For details on the theoretical underpinning of rigor criteria and the tools shown here, including references cited, please follow this link.

      </footer>

    1. You ought to speak of other States in the plural number; not one of them is a city, but many cities, as they say in the game. For indeed any city, however small, is in fact divided into two, one the city of the poor, the other of the rich; these are at war with one another;

      I agree with what is being said here because even today it's still divided and by even more things. People are separated by social class, race, occupation and etc.

    1. SciScore for 10.1101/2020.05.12.20099028: (What is this?)

      Please note, not all rigor criteria are appropriate for all manuscripts.

      Table 1: Rigor

      <table><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Institutional Review Board Statement</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Randomization</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Blinding</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Power Analysis</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Sex as a biological variable</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr></table>

      Table 2: Resources

      No key resources detected.


      Results from OddPub: We did not detect open data. We also did not detect open code. Researchers are encouraged to share open data when possible (see Nature blog).


      Results from LimitationRecognizer: We detected the following sentences addressing limitations in the study:
      While real-world data drawn from EHR have limitations, our study still provides valuable evidence against the widespread use of HCQ, once described as a “game-changer,” without proven benefits in randomized controlled studies.

      Results from TrialIdentifier: No clinical trial numbers were referenced.


      Results from Barzooka: We did not find any issues relating to the usage of bar graphs.


      Results from JetFighter: We did not find any issues relating to colormaps.


      Results from rtransparent:
      • Thank you for including a conflict of interest statement. Authors are encouraged to include this statement when submitting to a journal.
      • Thank you for including a funding statement. Authors are encouraged to include this statement when submitting to a journal.
      • Thank you for including a protocol registration statement.

      <footer>

      About SciScore

      SciScore is an automated tool that is designed to assist expert reviewers by finding and presenting formulaic information scattered throughout a paper in a standard, easy to digest format. SciScore checks for the presence and correctness of RRIDs (research resource identifiers), and for rigor criteria such as sex and investigator blinding. For details on the theoretical underpinning of rigor criteria and the tools shown here, including references cited, please follow this link.

      </footer>

    1. SciScore for 10.1101/2020.05.26.20112946: (What is this?)

      Please note, not all rigor criteria are appropriate for all manuscripts.

      Table 1: Rigor

      <table><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Institutional Review Board Statement</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Randomization</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Blinding</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Power Analysis</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr><tr><td style="min-width:100px;margin-right:1em; border-right:1px solid lightgray; border-bottom:1px solid lightgray">Sex as a biological variable</td><td style="min-width:100px;border-bottom:1px solid lightgray">not detected.</td></tr></table>

      Table 2: Resources

      No key resources detected.


      Results from OddPub: We did not detect open data. We also did not detect open code. Researchers are encouraged to share open data when possible (see Nature blog).


      Results from LimitationRecognizer: We detected the following sentences addressing limitations in the study:
      The limitation of our approach, on which we are working, concerns three main areas: i) our model is essentially deterministic, and as such it does not consider sudden stochastic perturbations affecting political decisions (e.g. announcement by EU); ii) our model is at single country scale, which we think it is an accurate modeling for this phase of the Covid-19 pandemics, but for a longer period of time a multi-state version of our models could be important; iii) we did not explore possible interplays between the epidemics time-scale and the disease time-scale It is worth to note that in the increasingly growing field of behavioural epidemiology of infectious diseases (BEID) (Funk et al 2011, d’Onofrio et al 2012, Manfredi and d’Onofrio 2013, Wang et al 2016) the government actions modulating the citizen behaviour during an epidemics are considered in an elementary way. Indeed, in BEID the emphasis was up to know given to the modeling of the citizens’s behaviour. Here, at the best of our knowledge, we introduce an explicit and ’disease dynamics-dependent’ modelling of the government behaviour via a game-theoretic approach. Under this light, we may say that our work uses theoretical arguments of BEID to suggest the harmful health impact that has potentially been caused by mean political behaviour during the pre-lockdown phase. This mean behaviour is apparent from the public political debate occurred in many European before epidemic events forced the lockdown. All this, despite...

      Results from TrialIdentifier: No clinical trial numbers were referenced.


      Results from Barzooka: We did not find any issues relating to the usage of bar graphs.


      Results from JetFighter: We did not find any issues relating to colormaps.


      Results from rtransparent:
      • Thank you for including a conflict of interest statement. Authors are encouraged to include this statement when submitting to a journal.
      • Thank you for including a funding statement. Authors are encouraged to include this statement when submitting to a journal.
      • No protocol registration statement was detected.

      <footer>

      About SciScore

      SciScore is an automated tool that is designed to assist expert reviewers by finding and presenting formulaic information scattered throughout a paper in a standard, easy to digest format. SciScore checks for the presence and correctness of RRIDs (research resource identifiers), and for rigor criteria such as sex and investigator blinding. For details on the theoretical underpinning of rigor criteria and the tools shown here, including references cited, please follow this link.

      </footer>

    1. a mix of a centrally planned economy and a free market

      Only if we are entirely disregarding the actual economics of what TikTok is, though, right? The economy isn't one of video game gold, but attention -- and the attention economy of the app is something in which the market's manager has an extreme interest.

    1. I’ll take up gambling, showing you thereby 305 The curse of chance, and all its evils treat; From it proceeds false swearing and deceit,

      This line shows the dangers of gambling by explaining that if you live by chance. You have a chance to get something good for yourself, but have a chance of having something bad happen to you too. It also creates a new dark person within yourself, because you may have to lie and cheat your way to victory. Plus to gamble you will win or lose so if you were to lose. You will be losing money or whatever you waged to play the game.

    1. Internet users are on to something, and researchers should follow.

      I love this statement because if there's anything especially 2020 has thought us is how powerful the internet is. I remember tik tok being on the news this past late summer early fall because they believed tik tok users reserved enough seats for a Donald trump rally and didn't go making his rally almost empty. And just a few days ago a reddit group caused game stops stock to go up over 300% in a day. I just believe there is a lot of research to be done here because these are obviously huge effects on our country that came from people on the internet.

    1. Which Sounds Are the Most Annoying to Humans?{"@type":"NewsArticle","@context":"http://schema.org","url":"https://gizmodo.com/which-sounds-are-the-most-annoying-to-humans-1846098655","author":[{"@type":"Person","name":"Daniel Kolitz"}],"headline":"Which Sounds Are the Most Annoying to Humans?","description":"Earlier this month, a kind of chirping, rainforest-y sound sprung up in my apartment. It came from my roommate’s room. At first, I took it for a video game, but then realized the sound materialized even when my roommate was asleep. For days, I wondered about this. At any point I could’ve asked him what the deal was, but I kept on forgetting—the sound was just annoying enough to be notable but not annoying enough to do something about. When I did remember to ask him, during one of the sound’s occasional disappearances, he had no idea what I was talking about. ","dateline":"01/25/2021 at 08:00","datePublished":"2021-01-25T08:00:00-05:00","dateModified":"2021-01-25T08:00:01-05:00","mainEntityOfPage":{"@type":"WebPage","url":"https://gizmodo.com/which-sounds-are-the-most-annoying-to-humans-1846098655"},"image":{"@type":"ImageObject","height":675,"width":1200,"url":"https://i.kinja-img.com/gawker-media/image/upload/c_fill,f_auto,fl_progressive,g_center,h_675,pg_1,q_80,w_1200/ysfrxb7ougwtr6l0v3ds.png","thumbnail":{"@type":"ImageObject","height":180,"width":320,"url":"https://i.kinja-img.com/gawker-media/image/upload/c_fill,f_auto,fl_progressive,g_center,h_180,pg_1,q_80,w_320/ysfrxb7ougwtr6l0v3ds.png"}},"articleBody":"Earlier this month, a kind of chirping, rainforest-y sound sprung up in my apartment. It came from my roommate’s room. At first, I took it for a video game, but then realized the sound materialized even when my roommate was asleep. For days, I wondered about this. At any point I could’ve asked him what the deal was, but I kept on forgetting—the sound was just annoying enough to be notable but not annoying enough to do something about. When I did remember to ask him, during one of the sound’s occasional disappearances, he had no idea what I was talking about. \n\nThe sound to that point had been a subconscious irritant—by the time I noticed it, I could never say how long it had been going for. But after that exchange, and the sanity-questioning it entailed, roughly half my brain was looking out for the sound’s return. When it did finally reemerge, I burst without knocking into my roommate’s room. “That,” I said. “Oh,” he replied. “The radiator?”\n\nIt was, in fact, the radiator. He hadn’t noticed it.\n\nThis is all to say that, when we are speaking about sounds, “annoying” is a subjective criteria. But there must be, one figures, some consensus on the subject. For this week’s Giz Asks we reached out to a number of sound-experts to find out what that might be.\n\nDr. Tjeerd Andringa\n\nAssociate professor Auditory Cognition, University of Groningen\n\nThe sound of vomiting: elicits a visceral response. The first steps of auditory processing are in the brainstem close to the “disgust” center that is activated when we swallow(ed) something toxic and which activates the muscles to expel it.\n\nIt’s actually pretty simple. In the evolution of vertebrates, the first vertebrate was basically a long tube with on one side the mouth and on the other side the anus. And the only thing that it really had to do was to open its mouth, accept something as food and then digest in that tube. The tube was basically a little garden with all kinds of bacteria. It should not make a real mistake because then it would poison the garden and poison itself. So it was very important for that early vertebrate to make the proper decisions — what to swallow, what not to swallow. That is the reason why all our senses are around the mouth. We taste, we smell, we hear, we see — all around the mouth — so we can make the best decisions of what to eat.\n\nAll the sensors came together at the top of the neural tube. That is our brain stem. That is the level where all the information is processed at the most basic level. That leads to a situation that if you have no time to process the signal in full or to use your higher mental faculties, then you fall back to the lowest form of processing that we have, which is that physiological, low-level form of processing. This is always active in the background, and it has to be overruled by higher levels of processing. But it is always the first response that we get because it’s the quickest. \n\nPretty much all the other sounds are sounds that are relevant to higher cognition. So the scraping of fingernails on the chalkboard probably also has a visceral component, but it’s much further away from our basic responses than vomiting. A baby crying does not make sense for all mammals; it only makes sense for mammals that have babies that actually cry. This is a higher level, more advanced type of processing. And it must be very strong, but it is not as deeply encoded in our body as the response to vomiting. \n\n“The sound of vomiting: elicits a visceral response. The first steps of auditory processing are in the brainstem close to the ‘disgust’ center that is activated when we swallow(ed) something toxic and which activates the muscles to expel it.”\n\nTrevor Cox\n\nProfessor, Acoustic Engineering, University of Salford\n\nPeople’s responses to sounds are learned; what’s most annoying to any given person can be highly individualized, and is intimately connected to circumstance. In general, though, the most annoying sounds are those that get in the way of whatever you’re trying to do. With everyone working at home right now, a neighbor’s DIY drilling might be the most annoying sound.\n\nWhat can heighten annoyance is a lack of control. When your neighbors are throwing a party, the noise is annoying not only because it prevents you from sleeping but because you have no idea when it’s going to end. If you knew in advance when the party might end, the sound would likely be less disruptive.\n\n“People’s responses to sounds are learned; what’s most annoying to any given person can be highly individualized, and is intimately connected to circumstance.”\n\nFlorian Hollerweger\n\nAssistant Professor, Audio Arts and Acoustics, Columbia College Chicago\n\nThe most annoying sound for a human, as we all know, is the sound of chalkboard scraping. It’s terrible! Precisely why that is so remains a bit of a mystery and—I kid you not—the subject of ongoing psychoacoustic research. Even thinking about it (the sound, not the research) makes me cringe. Anecdotal evidence also suggests that the Covid-19 pandemic has brought back to the forefront many traditional contenders for the title of “most annoying sound.” Depending on your living circumstances, the sounds of your otherwise respected neighbors or housemates, for example, may well be much more annoying to you now than they were nine months ago.\n\nThe “most annoying sound for a human” is a surprisingly evasive concept that depends not only on who the human in question is, but also on that person’s circumstances and emotional state. If you think about it, this is a trivial truth only in a superficial sense. Rather, I think of it as a beautiful testimony to the raw emotional power that sound commands over us—not only on the negative end of the spectrum, but also with regards to that most beautiful of sounds: music. Many of the above truisms apply just as well to music—its dependence on the listener’s personal preferences or aversions, stage in life, current emotions, etc. In other words, the same strong reliance on context explains both the “ugliest” as well as the “prettiest” sounds. In my mind this shows that these are really just two manifestations of a larger underlying natural beauty, which we humans can become a part of and nurture (through music, for example), but which ultimately exceeds the value judgements that we can’t quite seem to be able to do without.\n\nA large part of my creative practice and research unfolds in the realm of experimental music and sound art. From this experience I can assert that one human’s “most annoying sound” may well form the basis of another’s most precious music. Perhaps once a Covid-19 vaccine is widely available, you might want to attend an experimental music concert near you, to see which of these two groups you belong to... or whether there is room in between. British composer Trevor Wishart, for example, created a stunningly complex and highly recommended piece of music entitled “Imago” from a single clink of two glasses.\n\n“The ‘most annoying sound for a human’ is a surprisingly evasive concept that depends not only on who the human in question is, but also on that person’s circumstances and emotional state.”\n\nSteven J. Orfield\n\n\nFounder of Orfield Laboratories which provides multi-sensory design, research and testing in architecture, product development and forensics\n\nIn 1990, I moved my perceptual laboratory into the former Sound 80 Studios. Sound 80 was a client of mine for acoustic and lighting consulting, and in 1975, in collaboration with 3M who had just invented multi-track digital recording, they became the World’s First Digital Recording Studio, as recognized by Guinness World Records in 2006. During their time as a client of mine, I sat in that last American album recording of Cat Stevens, Izatso. \n\nI bought the studio to move my company but also to deal with a health issue.\n\nI had just gone through surgery to get an artificial valve, as I was born with a defective aortic valve. I had read the acoustic studies in the medical journals about the noise levels, but when I woke up from surgery, I found that the valve was much louder than claimed in the academic studies. So as I went back to my lab, I measured the sound with an accelerometer (vibration transducer), and with a 1” precision microphone, and I recorded each. Then I did a listening experiment to listen to my heart valve with one ear and the recordings with the other. I spent hours equalizing the sound so that the recording was a close facsimile of what I heard.\n\nThen I did a Stevens Threshold test to see how loud it was. This was done by playing a pink noise track until it was so loud that I couldn’t hear the valve, and then playing the pink noise again from loud to soft until I could hear it. Those two extremes established the threshold for my hearing of my valve.\n\nWhile it was claimed to be about 30 dBA, it was actually able to be perceived into the low 80 dBA range, about 16 times as loud as claimed, and it sounded like I had been implanted with an old mechanical clock.\n\nI went back and reviewed the journal literature again and found out that most of the measurement procedures used by the industry were incorrect, and most of the equipment used was not used correctly. It took me two years to learn to sleep after sleep hypnosis, sleep medicines and special pillows and fans. I was so frustrated that I invited all the American heart valve companies to join me in a conference at my Lab, so that I could show the levels of mistakes they all made, and so that they could start to work on the terribly annoying sound. In 1993, for the first and only time they ever met together the entire industry came to my lab and listened to what heart valve noise really sounded like. They were all shocked and concerned, and many were in violation of FDA requirements because they had been claiming quiet valves.\n\nThis meeting caused new research on porcine (pig) valved to extend the valve life from 5 years to 20 years, and now most implants get a bio-prosthetic valve, that can be implanted through an artery and can be repaired in the same way. I hope that my work with them was helpful in causing a reconsideration of heart valves across the entire industry. It also lead to a Medical article in the Wall Street Journal, where their editor explained to me that many ‘facts’ that he was told in interviews with doctors were false, as they were very defensive about discussing medical problems.\n\nDo you have a burning question for Giz Asks? Email us at tipbox@gizmodo.com. \n\nAdditional reporting by Marina Galperina.\n\n","articleSection":"Giz Asks","keywords":[],"publisher":{"@type":"Organization","@context":"http://schema.org","name":"Gizmodo","url":"https://gizmodo.com","logo":{"@type":"ImageObject","url":"https://x.kinja-static.com/assets/images/logos/amp/logo-gizmodo-amp.png"},"sameAs":["https://www.facebook.com/gizmodo","https://www.youtube.com/channel/UCxFmw3IUMDUC1Hh7qDjtjZQ","https://twitter.com/gizmodo","https://instagram.com/gizmodo"]},"video":[]}

      人类最受不了哪些声音?

    1. There are however, easter-eggs in the margins

      Easter eggs are tucked away here and there in the details. Subtle. Hidden. Present. They extend the story a bit.

      If you find them and do them, you can add 1 point to any assignment.

      If you tell others where they are hidden, you can lose up to 1 point on any assignment.

      That's the game.

      EASTER EGG 02

      This easter egg expires at the end of Week 07.

      Reply to this message and briefly explain. What would you like to more-of and what would you like less-of, and why?

      e.g. I would like more and less _ so that...

      • media projects
      • digital story samples
      • articles
      • teamwork
      • HG Wells
      • ... anything.
    1. 2021年の旧正月セールで買いました。まだすべてのステージをクリアしてはいないのですが、30分ほど遊んだところで良いところ・悪いところが見えてきたのでひとまず日本人がレビュー一番乗りです。良いところ・グラフィックは無機質ですが悪くないと思います・音楽も自己主張しすぎず、アクションを盛り上げる感じで悪くはないです気になるところ・WASDで動けるのですが動きが半端にバイオハザードみたいなラジコン操作感があり、ちょっと気に食わないですただ、これは個人の感想の範疇ですね・ジャンプの性能は低く、距離ぎりぎりを要求されます。これは慣れですね悪いところ・ウォールランや動く壁といったギミックがありますが、これらの調整がとにかくできていません。特に斜め移動などでは自動で高度の調整が入るのですが、始点で普通につかまっているのに終点で床の下に潜り込んだり、果ては床のない場所にズレたりします。パルクール的なゲーム性を損ない、ものすごいストレスとなります。以上です。パルクールアクション的なものを期待して購入し、実際予想通りのゲーム性でした。しかし残念ですが自分にとっては上記の悪いところがとにかくストレスとして感じられます。買った以上はクリアまでは進めたいですが、他人におすすめはできません。

      I bought it at the 2021 Chinese New Year sale. I haven't cleared all the stages yet, but after playing for about 30 minutes, I could see the good and bad points, so for the time being, the Japanese are the first to review.

      Good point ・ The graphics are inorganic, but I don't think they are bad. ・ The music is not too self-assertive, and it's not bad because it makes the action exciting.

      Where to worry ・ I can move with WASD, but the movement is odd and there is a feeling of radio control operation like biohazard, so I do not like it a little. However, this is a category of personal impressions. ・ Jump performance is low, and it is required to be close to the distance. This is familiar

      bad place -There are gimmicks such as wall runs and moving walls, but these adjustments have not been made anyway. Especially when moving diagonally, the altitude is automatically adjusted, but even though it is normally held at the start point, it may slip under the floor at the end point, or it may shift to a place without a floor. It spoils the parkour-like gameplay and causes tremendous stress.

      that's all. I bought it in anticipation of something like parkour action, and the game was actually as expected. But unfortunately, the above bad points are stressful to me anyway. As long as I bought it, I would like to proceed to clear it, but I cannot recommend it to others.