10,000 Matching Annotations
  1. Sep 2025
    1. IT playing single player games with puzzels and problem solving, while managers played more competitive action roleplay games enhancing problem solving and managerial skills. Engineers played a game where you would build civilizations from scratch. A lot of the games played ties into each profession

      Women stayed away from multiplayer confrontations games that is a representation of structural issues with sexual harassment or masked their gender to stay away from scrutiny

    1. The third question, raised by Plato’s cave, concerns value. I’ll call itthe Value Question. Can you lead a good life in a virtual world?

      Chalmers' main claim in this book is that virtual realities are real, and that they are just as real as life right now, and there is no way of knowing that the life we are living right now is not a simulation. When I ask myself “Can you lead a good life in a virtual world?” I automatically think no. To me, in a virtual world, there is no real good you can do. If you help other people in the virtual world, you are only helping what I would think to be pixels. Anything you do in the virtual reality exists only in the simulation, but if you were to step out of it, anything you did is lost. It reminds me of having a high score in a game, but if you deleted the game, the high score goes away and it's like you never achieved the high score.

    2. Philosophy helps to shed light on(mostly new) questions about technology. Technology helps to shedlight on (mostly old) questions about philosophy. I wrote this book inorder to shed light on both sorts of question at once.

      I think this connects to what we were talking about in class about gamification. Gamification is a concept that intersects with philosophy. Is it ethical to make certain concepts into a game? This text is trying to do the same thing, and interconnect philosophy and technology, by asking questions about emerging technology (ethics, privacy concerns etc), through a philosophical lens.

    1. “My grades were amazing,” she said. “It changed my life.”

      Grades have always been something students have tried to "game," and when you can have A.I. help you get good grades with less effort, of course people gravitate towards it. Perhaps this is an argument for "ungrading"

    1. Teacherswho guide theirstudents through these chapters are surely"teachinggrammaras a means of improvingcomposition skills"(to use Hillocks'words)-and doing so in a "functional"ratherthana "formal"way.

      I wonder if turning it into a game would be helpful. I feel like it would work better for me that way.

  2. learn-us-east-1-prod-fleet01-beaker-xythos.content.blackboardcdn.com learn-us-east-1-prod-fleet01-beaker-xythos.content.blackboardcdn.com
    1. Similarly, private companies need supervisors and managers to overseeproduction, keep the workforce in line, and make minor business decisions. Butmost of these so-called “management” jobs (especially lower-level supervisors andtechnicians) are just glorified forms of wage labour.

      Do to the age we live in, is there really any sort of job security for something like this? I mean, even AI in a video game can do the exact same thing, and those AI don't have so much time and money pored into them.

  3. myclasses.sunyempire.edu myclasses.sunyempire.edu
    1. ChatGPT, Grade-scope, and Fetchy are being used for such tasks as creating interesting lessons,assessing student work, providing feedback to students, and individualizing instruction. Game-based learning ( ) also is being frequently used to support learning, not just throughChapter 36having students games but also by having students their own games.

      I have personally used both chatgpt and game based learning in my classroom. I don't use chatgpt to provide feedback or assess. I do believe that those aspects are primarily the educators responsibility. However, I have used chatgpt to create collaborative groups, design seating charts, create short stories using specific information and more! I have found It to be quite useful when feeling overwhelmed with the amount of tasks we face daily. As for game based learning, my students love playing blooket and gimkit. I use this as an opportunity to connect vocabulary to images for better memory and to do drill practice with topics like verb conjugations. This past school year, I had students create a trivia game by creating questions about the country of their year long portfolio.

    1. "The game has completely changed. It used to be about building a following, town by town, with your sound echoing in local clubs. Now, the echo chamber is a global playlist. You're not trying to win over a city anymore; you're trying to please an algorithm. It's a fantastic way to reach the entire world, but you have to wonder what unique sounds get lost in that global translation."

      We should have Skoove expert, especially in Germany, being quoted here. Florian or Dominik, instead of a musician.

    1. "The game has completely changed. It used to be about building a following, town by town, with your sound echoing in local clubs. Now, the echo chamber is a global playlist. You're not trying to win over a city anymore; you're trying to please an algorithm. It's a fantastic way to reach the entire world, but you have to wonder what unique sounds get lost in that global translation." Graeme Clark Musician, Wet Wet Wet

      In order to benefit from brand awareness, it would be really nice having Skoove expert being quoted, insteas of a musician. In general, mentioning Skoove in a way that we really participated in this campaign would be really important for us.

    1. If you can’t do that, someone else can.” She cited the 2022IGDA Developer Satisfaction survey in addressing the games industry retention problem:“Diverse talent tends to leave the industry at about twice the rate as white men. So, if webroaden the funnel and we bring more diverse talent in, all we’re doing is losing morepeople, and that’s not an acceptable action plan. It’s not going to make the kind of lastingchange we need to see in our industry.” Regarding retention of diverse talent, MacLeanrecommended actions for leaders and colleagues that foster an inclusive environment:charter team agreements to define core hours of work, hold team members accountable toensure they use their vacation days, accommodate remote work, create shared definitionsfor flex time schedules, develop clear promotion paths, and demonstrate care foremployees as humans. All of these were presented as ways to retain talent, especially forcaregivers. “People are willing to make these tradeoffs,” speaking of work/life balanceand caregiving in particular, “regardless of gender, regardless of family status if they seethere is a path forward.”From my perspective, intentionality and action to create positive sustainablecultures accommodating the needs of marginalized individuals signposts that the gamesindustry has acknowledged a need for correction and is beginning to support diversityand representation in a meaningful way.

      Concerning! He's bought the brand washing attempts of big corps... am I being, rash? Is there no way out for Microsoft? Yes there is: One that doesn't include buying Activision despite being rotten? Profiting from endless games like CoD and Candy Crush? One that doesn't invest in data centers for AI that crush the global South? One that doesn't invest heavily in AAA titles like Halo, including its marketing, only to make a fraction of the investment sponsoring indies (and then laying them off)?

      Then, no. I am not being rash. Microsoft owns a greedy ecosystem that includes Word and Excel. It asks people to pay for Windows licenses at 200€. Tried to do a Netflix with Xbox Game Pass. A big problem is that almost everyone knows Microsoft. Who knows Annapurna?

    Annotators

    1. MLB officials said the whole process took an average of 17 seconds in Class AAA games last year

      I think AI in sports will have a negative impact because it takes away the human side of the game that makes it exciting. The Washington Post said that MLB’s new ball-strike challenge system takes about “17 seconds,” and even though that’s quick, it still slows things down and changes the flow. I believe that rational decisions are a part of the game. I also don’t think other sports, like the NFL, should bring in AI to fix human errors, because the mistakes and arguments are part of what makes sports fun to watch. If AI gets too involved, games could start to feel robotic and less real. When it comes to jobs, I believe AI will start making a big impact before 2030. I also think people underestimate how many jobs AI can do, because it’s not just in tech, it could take over customer service, driving, and even some parts of healthcare.

    1. It is important to understand that this does not mean LLMs will be gods producing 100x code, because virtually no domain that software engineering is useful has a perfect oracle. A perfect oracle is a type of feedback where you are given a “correct/incorrect” answer every single time, and they almost only appear in games as real world typically doesn’t have perfect models of correctness. Winning or losing a game is a perfect oracle, as well as creating a program that can pass the judge in a competitive programming contest.

      important and impressive advice

    1. ý  ှ B˜ှ ှ $ှ B˜ှ ှ B˜ှ  ှ  ှ # B ှ $ှ  ņှ $ှ ှ ೭ှ # Bíှ ှ ှ ɻ Bှ  ှ ှ B˜  ှɻ B

      One of my favorite factors about game.

    2.  ှ ƒှ   ˆ?ှ   ှ  ?ှ ' ှ c ှ  ှ ' ?ှ ှ ¢ 'ှ¢ݘ  ှ vþ\  ] ʊ ှ | ?ှ  ¢ှ  ှ   ှ \ှ ှ \ ?ှ ှ  ှ 'ှ \Zှ ှ ှ # ှ ખှ ှ  ̈Àှ

      I believe this fairness makes game intriguing for everyone regardless of social status.

    3. ż ‹ှ ¹ ှ ‹ှ  ှ ှ $¹ှɻ ှ ¡‹ ှ ¹ှ ¹ ှ ‹ż¹+ှ ှ ‹ှ v ¹‹ ှ ‹]ှ ¹ ƣ‹ှ ¡ှ $¹ှ & ‹& ż  ှ $ှ ‹ှ ¹˥ż Vှ

      Like the connection here. As an example, football field sometimes seems like huge ritual place, considering how people are hyped up for the game.

    4. íှ  ှ  ှ :ှ :I ှ  ှ I:I :ှ $ှǮ ˉှ : ှ #  Ŋ ƒှ : ှ ':  íှ u:ှ  ှ v ှ #:ăှ  ှ I: ှ ': ှ ઔှ:ှ  ှ Ǯ×ှ u:ှ  : ှ : ှ  ှ #I ှ  ှ   

      Which I believe makes game special and intriguing.

    5. ģI ှ  ှ $=I ̈= ?ှ  ?ှ ှ ှ  ှ Fှ Y=# IှYĈှ ˷Fှ=ှ =I Iှ  ှ =ှ = Iှ  Ưှ ှ =# ှ Fှ c ှcှc#ှ Fှ $=Icှ  ̈Ɵ= ှ =$ှ Àှ

      I think the author pointed out the essential element of the game. There are rules set within the game and players voluntarily follow it, no matter who the players are.

    6. ှ ှ  ှ  ှ  ှ  ှ   ှ #ှ $ှ   ɲ+ှ#+ှ $+ှ +ှ μ +ှ μZ+ှ ှ +ှ ŝɲ ှ ှ ȩ ှ ှ ှ  ှ ှ ¡#ှ ှ +ှ +ှ ှ $ှ    ှ ှ ှ ှ  #ှ ှ ှ ှ 

      Cannot deny that play is made for entertainment. Even though there are serious side of the game, it also gives entertainment to people who feels it from doing serious games.

    7. ှ Ż ှ ှ  ှ Yှ  ှ ှ z Ż  ှ #ှ $ှ  ှ ှ  ှ\ɻ ှ $ှ v  ]ှ '$Vှ

      My favorite part about the concept of game, which, I believe, is maximized through modern form of "play," video games.

    8. 'ÒƘှ tှ ှ ͑ှ ှ'!ှ ှ ÒEှ Ȏ'Òှ $ှ ' ှ +ှ !Ò͑'ှ 

      I always liked this question: why does people never question the rule of the game itself? In chess, such thoughts created rules like en passant and castling.

    9. {ှ ¢'z ¢ ှ  ှ  ှ ှ ှ  ှ ှ $ ှ ¢?ှှ  ʊှ $ှ ှ ' ှ ¢  ှ ှ cှ ¢ ှ ှ ှ  ?ှ  ှှ $ှ $ှ  ?ှ \''ှ Z '  ှ ှ ှ Àှ

      The spoil sport rejects the rules and thus rejects the game itself. The cheater rejects the rules but still continues to take part in the game-world.

    10. {ှ ¢  ှ ှ  ှ #  ှ ှ ှ $ှ  ှ  ှ c ?ှ ှ ' ှ $ှ   ှ \ ̈¢ ှ ှ  ှ ှ  ှ 'ှ Yှ  ှ Wှ $ှ  ှ  ှ  ှ ှ   ှ $ှ ှ ¢Ċ ှ¢ ˲ှ  ှ ƒှ   ˆ?ှ   ှ  ?ှ ' ှ c ှ  ှ ' ?ှ ှ ¢ 'ှ¢ݘ  ှ vþ\  ] ʊ ှ | ?ှ  ¢ှ  ှ   ှ \ှ ှ \ ?ှ ှ  ှ 'ှ \Zှ ှ ှ # ှ ખှ ှ  ̈Àှ

      The idea that the tension element confers a kind of ethical aspect to play is one that I agree with; as the author says, when a game is full of tension, the players character is revealed

    11.  ှ  ှ ٌ ှ  ှ $ှvှ Ȃɣʒ  z 0#  ăှ Bှ vှ  ှ Bှ๷# ă?ှ Bှ  B Bှ Y ှ # ှ 0Kှ Bှ # Ȓ$ှ Hှ ှ်ှYှ # ှ 0K  Àှ

      This makes me think about our discussion in our first class; when considering what my favorite game is, I thought about the fact that I play a sport (basketball) but then hesitated to name that as a game. It is a game, of course, but after the years long experience I've had in training for the sport and competing very seriously, calling it a "game" feels in some ways very wrong. To me, it is more than a game; there are instances where some days it feels like work! With this in mind, can it still be considered a form of play?

    1. As we navigate its tangled, anxiety-laden paths, enclosed within its shape-fitting borders, we are both the exasperated parent longing for closure and separation and the enthralled child, lingering forever in an unfolding process that is deeply comforting because it can never end.

      This is kind of like false hope. We have agency in the game where we can make decisions that have impacts, but if these results lead to no end, no matter how immersive or engaging the environment is, the feeling of agency is bound to disappear.

    2. Minos’s maze was therefore a frightening place, full of danger and bafflement, but successful navigation of it led to great rewards.

      This could be seen as a more figurative sense as well, by how the frightening place with all the dangers is the internal conflicts that people have to deal with. Adventures with Anxiety is a great example for that, with how the objective of the game is to struggle with the human's internal anxiety as the wolf and make sure that the human doesn't do anything bad. Dealing with those internal conflicts could lead to that mental freedom, which is the great reward that is mentioned.

    3. The boundlessness of the rhizome experience is crucial to its comforting side. In this it is as much of a game as the adventure maze.

      I think that this is not similar to either of the games we have played because this is more describing a "sandbox" style game, but there are endings in Quing's Quest and Adventures with Anxiety.

    4. The proliferation of interconnected files is an attempt to answer the perennial and ultimately unanswerable question of why this incident happened

      This sentence ties to the big idea that when on a story journey, you should be questioning why everything is happening, even if we don't get all the answers we are looking for. This is similarly seen in Adventures With Anxiety, with how each of the choices makes you think about how it would have been different with another choice and what caused the specific reaction. Overall, it ends with you wondering whether or not you made all the right choices still and you won't truly know unless you play the game again.

    5. the action takes us outside the immersive world instead of reinforcing our belief in it.

      Puzzles can be satisfying, but for them to be effective in enhancing the feeling of agency, they should not require a further suspension of disbelief. A game should work within the logic and rules that it's already established - such as Myst's elevator puzzle, in which it would be somewhat reasonable to have a hidden entrance; conversely, The Seventh Guest's cake puzzle is unrealistic as there is no reason to cut a cake past the game instructing the player to do so. Thus, the player feels as if they have effectively more agency in Myst than The Seventh Guest.

    6. The maze could be composed not only of spatial twists but of moral and psychological choices

      A puzzle/adventure game could be physically very open yet have many moral paths/choices

    7. The drama of suspenseful approach does not have to be tied to combat or to jack-in-the-box effects. It can also have the feeling of a determination to face the truth, to stare directly at the threatening beast.

      These sentences add to the author's definition of agency as a feeling of determination to solve a mystery or face the truth, is satisfactory. This is similar to finding the ending of the Adventures with Anxiety game, as we were "staring at the threatening beast" while still trying finish the game.

    8. On the computer the dramatic situation of capture and escape can be simulated by keeping the player within a confined space until the solution to a puzzle is found.

      New way of agency, now you are not just navigating a game space, but you must solve a problem like a puzzle(direct user input that decides whether you win or not) in order to advance and navigate

  4. resu-bot-bucket.s3.ca-central-1.amazonaws.com resu-bot-bucket.s3.ca-central-1.amazonaws.com
    1. Imru-Ul-Quais' poem centers on themes of loss, longing, and memory, as he recalls past loves and mourns the traces of abandoned camps while weaving his grief into vivid depictions of nature, desire, and the desolate world around him. I paused at the line, “Nay, the cure of my sorrow must come from gushing tears. Yet, is there any hope that this desolation can bring me solace?” because it complicates the usual idea of mourning as a release, suggesting instead that memory may intensify pain rather than ease it. What especially captured my imagination, however, was the elaborate description of his horse, whose speed, strength, and other features seem to embody both the poet’s vitality and the severe beauty of the desert. The horse appears tireless (“he did not even sweat so as to need washing” after outrunning wild game") and is compared to natural forces like torrents and fire, suggesting a kind of resistance to human limits that contrasts sharply with the poem’s opening images of loss and desolation. This blending of personal sorrow with natural and animal imagery makes me think about how pre-Islamic poetry connects human emotion to the environment/nature, which could be an area to explore further.

    1. Today: I want to get this half of the discussion done and take some time to myself to watch my show. This week: I want to get all my school work done and go out to the football game. This month: I want to focus on my school work while also focusing on balancing my social life.

    1. ӧAμ<ú<ӧ T$ ӧ Bӧ< ӧ ÈμA_ӧ

      Would you then say that play can make play in some way? Like in the game uno, your own unique rules can create a new form of play, or is it still the same?

    2. ӧƃ'j E  ӧ,ӧ# ӧ02Ƨ + ӧB.ӧӧ:+ ӧNӧj ӧj. ӧ,"" S

      Could there be limits to their interpretation, like when some days don’t play around, does our mind shift to not seeing the moment as a game

    1. Kubb (Learn how to play) - Lawn games

      Master this fun Swedish lawn game that combines skill and strategy with our complete guide on how to play Kubb. By learning the simple Kubb rules and clever throwing techniques, you'll be ready to dominate your next outdoor get-together with friends and family. Read the full Kubb game instructions below and start playing this classic game today!

    1. what if we change the game and all of a sudden the spiritual theory gives us technologies that are impossible with a theory that says that spaceime is fundamental

      for - comparison - spiritual vs material technologies - Donald Hoffman

      • Q❓- What about love? As per earlier discussion, love it's the most quintessential spiritual quality
      • if we don't have live in life, any technology would not matter
    2. I'm using this logic as as to build spacetime. But I think it's going to give an even more powerful approach. I don't have to minimize some free energy principle. I I have a more direct computational way

      for - future project - building a model to explain spacetime using Active Inference - Donald Hoffman - use Active Inference to minimise surprise using Markov chains - this model assumes consciousness is fundamental - this is going to be a model of intelligence based entirely from a model which takes consciousness as fundamental. - it goes back to game theory again. - back to the idea of a simulation - If you're able to create a piece of software that - is able to replicate and - is built on the fundamentals of consciousness. - Then it's potentially, it's going to think it's conscious

    1. When we go out to a meeting or a concert or a game we takeother experience with us and we return to other experience

      This is very true nowadays, as you go to a basketball game and it's a blowout, but the next time you attend a game, it could end with a buzzer beater. You don't know what could happen.

    1. By now, you can probably see that the term operating system covers many roles and functions. That is the case, at least in part, because of the myriad designs and uses of computers. Computers are present within toasters, cars, ships, spacecraft, homes, and businesses. They are the basis for game machines, cable TV tuners, and industrial control systems.

      This passage emphasizes the versatility of operating systems, which perform many roles depending on the type of computer and its purpose. Because computers are embedded in a wide range of devices—from household appliances to spacecraft—the OS must be designed to meet diverse needs and environments.

    1. commiserations

      Explanation in English:

      The word "commiserations" expresses sympathy or sorrow, often used to convey condolences or a shared sense of loss. In the provided context, it seems Adam is acknowledging a difficult situation, possibly related to a sports team facing relegation, where the speaker, likely Lawrence, is offering commiserations. The conversation reflects a blend of sadness over a loss and pride in the team’s sportsmanship, emphasizing the importance of the love of the game over financial rewards.

      中文解释:

      “致以哀悼”这个词表达了同情或悲伤,通常用于表示慰问或共享某种损失。在提供的上下文中,亚当似乎在承认一个困难的局面,可能与一支正面临降级的运动队有关,发言者,可能是劳伦斯,正在表示哀悼。这段对话反映了对失利的悲伤与对团队运动精神的自豪感,强调了对游戏的热爱比金钱奖励更重要。

    2. relish our defeat.

      In the excerpt "relish our defeat," the speaker is expressing a sense of enjoyment or satisfaction derived from experiencing a loss. This phrase suggests an ironic or good-natured acceptance of failure, possibly indicating a camaraderie or shared perspective among team members or friends. It reflects a mindset that values the experience of defeat as part of the game, rather than merely focusing on winning.

      在“relish our defeat”这个短语中,讲话者表达了一种从失败中获得的享受或满足感。这句话传达了一种讽刺或善意接受失败的情感,可能表明团队成员或朋友之间的相互理解与亲密。这反映了一种心态,即将失利的经历视为比赛的一部分,而不仅仅关注胜利。

  5. pressbooks.library.torontomu.ca pressbooks.library.torontomu.ca
    1. “Oh, you needs tuh learn how. ’Tain’t no need uh you not knowin’ how tuh handle shootin’ tools. Even if you didn’t never find no game, it’s always some trashy rascal dat needs uh good killin’,”

      Foreshadowing

  6. Aug 2025
    1. v“ှ $ှ ှ Q +ှ |ှ ှ ''ှ Òှ ှ ` ,ȥ $ှ '٦Ò଒ʤှ ˺ှ ှ ှ ||ှ ှ Òှ 'ʤှ ˺ှ ှ ှQE|'ှ 'ှ ÒE'$ှ Òှ Òှ Òʤှ ˺ှ Òှ ှ Qှ  ှ  ှှ $³ှ |ှှ $|''ှ Eʤ]ှ

      These three questions happen to contain three very different examples of play that show us a wide range from harmless and innocent to extremely harmful and maladaptive. A baby enjoying a game is both normal and great for her positive development, but the gambler who is "losing himself" in his passion is quite literally ruining his life. It's interesting how different forms of play can have very different effects on the player's life

    1. Demographics are at the heart of many business decisions. Businesses today must deal with the unique shopping preferences of different generations, which each require marketing approaches and goods and services targeted to their needs.

      I enjoy that the book mentioned both the internal and external Demographic influences. Corporations must make discussions based both their own employee demographics and the pressure of consumers. An example of changes for consumers from my personal interests is the fact that in the video game series Kirby, the box art for the american releases of the games has kirby with his brows furrowed. This was to appeal to the interests of teenage boys, who were the primary demographic of american nintendo consoles, while in japan they were marketed towards families.

    1. I’m sure we’ve all gotten sucked into a television show, video game, or random project and paid attention to that at the expense of something that actually meets our needs like cleaning or spending time with a significant other. Paying attention to things that interest us but don’t meet specific needs seems like the basic formula for procrastination that we are all familiar with.

      Not just cleaning or spending time with a significant other, but also important deadlines and homework assignments

    1. By night he steered thevessel back to the west and the north, hoping to stay near the islands of theCaribbean and the coast of North America in order to be intercepted andsaved. After eight weeks, he got his wish: a U.S. Navy survey ship capturedthe Amistad off Culloden Point, Long Island, and carried the Africans, theSpaniards, the cargo, and the schooner to New London, Connecticut.

      This moment really changes the game in the Amistad story when the U.S. Navy finally catches up with the ship. The navigator tricked everyone by sailing west and north at night, which kept the Africans stuck at sea longer than they thought they would be, showing how both vulnerable and strong they were. Once they were captured near Long Island, the whole situation shifted from the ocean to American courts, meaning the Africans' future would depend not on navigation anymore, but on legal battles, politics, and the larger fight over slavery and freedom.

  7. resu-bot-bucket.s3.ca-central-1.amazonaws.com resu-bot-bucket.s3.ca-central-1.amazonaws.com
    1. •Contributed to game development using Figma, ensuring engaging UI/UX design and adherence to project goals within a tight deadline.

      State how the UI/UX design improved user interaction or satisfaction rates.

    2. •Collaborated with a team to design and develop IntegrityXplorer, an interactive 'Choose Your Own Adventure' game focused on academic integrity.

      Include specific metrics on user engagement or feedback received post-launch.

    1. . I compare reading theory to riding a bike...ifyou do it too slow, you lose your balance and fall off (reading/riding too fast causes badeffects too)

      The “riding a bike” metaphor for reading theory reminded me of improvisation in sports: if you play too slowly, you risk losing the moment which could cost the game, but you also want to avoid playing too fast, so it seems improvising and being in the moment is the only play. Learning to play a sport is about process and sometimes is about finding the right way to play is about balance.

  8. opentextbooks.library.arizona.edu opentextbooks.library.arizona.edu
    1. ocial media metrics and feeds today offer limitless data and indications of what society is expressing today, but the science on new media shows this data is systematically skewed. They may show us only what we want to see, over-represent the ideas of entities who pay more or game the system, under-represent social groundswells developing offline, and leave some people or ideas out altogether. While they may reflect some of what people are talking about, social media insights can be more like funhouse mirrors than clear reflections.

      The social media metrics can be very unfair especially when people are putting their opinion out there and it's not necessarily ignored but put aside and hidden. At this point it can almost seem useless to even say anything when clearly the feeds are controlled by someone.

    2. Social media metrics and feeds today offer limitless data and indications of what society is expressing today, but the science on new media shows this data is systematically skewed. They may show us only what we want to see, over-represent the ideas of entities who pay more or game the system, under-represent social groundswells developing offline, and leave some people or ideas out altogether. While they may reflect some of what people are talking about, social media insights can be more like funhouse mirrors than clear reflections.

      Although the internet feeds us with unlimited information, they don't always show us the entirety of what's going on in the world.

    1. In 1949, Better Homes and Gardens asked, “Where does thereceiver go?” It listed options including the living room, game room, or“some strategic spot where you can see it from the living room, dining roomand kiten.”

      Shows how technology was changing everyday life and family routines.

    2. At the simplest level, there was the question of the proper room fortelevision. In 1949, Better Homes and Gardens asked, “Where does thereceiver go?” It listed options including the living room, game room, or“some strategic spot where you can see it from the living room, dining roomand kiten.”1 At this point, however, the photographs of model roomsusually did not include television sets as part of the interior decor. On thefew occasions when sets did appear, they were placed either in the basementor in the living room.

      The question from Better Homes and Gardens, "Where does the receiver go"? Seems irrelevant to many people today. The answer to that question today could be that the receiver can be anywhere, even on the go outside of the home.

    3. It listed options including the living room, game room, or“some strategic spot where you can see it from the living room, dining roomand kiten.”

      Back then many families had only one tv, while nowadays families tend to have multiple tv’s throughout the house.

    1. a game of Arctic golf with Day-Glo golf balls

      Rex, Hamm, Buzz, Slinky and Mr Potato Head waiting outside a warmly lit garage near a Dinoco petrol station

    1. EA-GWE-HOWE, i.e. a real people; and he gave the Great Island all the animals of game for their maintenance; and he appointed thunder to water the earth by frequent rains, agree- able to the nature of the system

      I find this very intriguing that a 3 sylable word can have so much meaning.

    1. feisty

      English Explanation:

      In the excerpt, "feisty" describes an energetic and spirited attitude, particularly regarding a female professional golfer who makes the sport seem enjoyable and engaging. The conversation highlights how her feistiness brings excitement to golf, indicating that her lively nature enhances the experience. The context also includes humorous banter about golf, suggesting that the enjoyment of the game can depend on the people you are playing with.

      Chinese Explanation:

      在这个摘录中,“feisty”形容一种充满活力和精神的态度,特别是指一位女性职业高尔夫球手,她让这项运动看起来既有趣又吸引人。对话强调她的活泼使高尔夫变得更加刺激,表明她的生动个性提升了这项运动的体验。上下文还包含了关于高尔夫的幽默对话,暗示打球的乐趣可能取决于与你一起打球的人。

    2. whacking

      whacking

      English Explanation: In this excerpt, the term "whacking" refers to the act of hitting a golf ball with force, often used informally to describe swinging a golf club. The conversation involves two individuals discussing golf, and one mentions following a female professional golfer online who is skilled and energetic. This suggests that "whacking" can also imply enjoying the game and making it look exciting. The mention of playing with a partner, Martin Gibson, indicates that one's experience can vary based on the playing companion.

      Chinese Explanation: 在这段摘录中,“whacking”一词指的是用力击打高尔夫球,通常以非正式的方式形容挥动高尔夫球杆。对话中,两个人在讨论高尔夫,其中一人提到在线关注一位女性职业高尔夫球手,她技艺高超且充满活力。这表明“whacking”也意味着享受这项运动并使其看起来充满乐趣。提到与合作伙伴马丁·吉布森一起打球,说明与打球伙伴的配合会影响个人的游戏体验。

    1. ignorant

      ignorant /ɪɡˈnɔːrənt/ tidak tahu\ Dalam konteks ini, 'tidak tahu' menunjukkan bahwa Tie Zhu tidak memiliki pengetahuan atau pemahaman tentang para immortal, meskipun ia menyadari pentingnya situasi tersebut berdasarkan ekspresi orang tuanya.

      1. Adjektiva: Tidak memiliki pengetahuan atau informasi tentang sesuatu
      2. He was ignorant of the rules of the game.
      3. Ia tidak tahu aturan permainan.
  9. siraj-samsudeen.github.io siraj-samsudeen.github.io
    1. Since your goal is to evaluate Phoenix vs Rails

      This seems out of place based on the 'Rules of the Game' - we're supposed to be Python devs who don't know Ruby. The Phoenix vs Rails comparison doesn't align with the established context, and it doesn't connect to the previous conversation either.

    1. militant CBS sponsorship of colortelevision in the ultra-high frequencies,” led to precisely the televisionindustry stagnation that RCA had warned would be ruinous to theAmerican economy

      This sounds like children not wanting another kid to have access to a new toy or game because they can't have it first or as much. This kind of business behavior is detrimental to country wide progress.

    2. ere were also early fears about the disruptive effects of television on theAmerican home and family

      We can see these being true on this day of day but with kids and iPads, iPhones, and game devices.

    1. Our progress in this transition is the result of intentional strategic planning and negotiations grounded in robust data analysis—practical steps that don't necessarily require extensive resources and can be replicated in a broad range of institutions.

      Missing from the analysis, however, are all the pieces of the system that you benefit from, but that you weren't originally paying for. If you don't fund those solutions too, then it does become a zero sum game with the actors who are already receiving the money, with no way in for those that have been doing things for the common good from the beginning

    1. the buffalo is regarded as the most dangerous animal to pursue in Africa, let alone the world

      Asher Watkins must have been shocked that the animal he was trying to murder was scary and mad

    1. If the only way to make gains in the stock market was for someone else to take a loss, then the stock market wouldn't be able to go up.

      What does it mean though for a "stock market" to go up?

    2. Over time, trading gains outweigh trading losses for investors as a group.

      If this was zero sum though, can the value be accumulating at the loss of some other entity that's not in the stock market, possibly customers of the actual product etc.?

      But one could argue that customers paid for whatever value they got from the product. So that is a positive sum transaction too.

      • ClojureScript has excelled in standard UI patterns but now aims to harness modern browser APIs for high-performance use cases.

      "The majority of Clojurescript application development and community discussions seems to be focused on improving standard UI implementation patterns and the general workflow of how we can build web applications better, easier and faster." (Medium)

      • The workshop’s goal was to probe ClojureScript’s internals, identify bottlenecks, and introduce technologies like WebGL, WebRTC, WebWorkers, and Emscripten.

      "So for this workshop I chose to look more below the surface of Clojurescript, analyze problem areas, examine possible optimization strategies and above all introduce people to a number of modern web technologies (WebGL, WebRTC, WebWorkers, Emscripten), techniques & tools offering possible routes to use the language in a sound and elegant way to work with these features." (Medium)

      • A six-step implementation of Conway’s Game of Life, from naive to optimized, achieved a speedup from 10,840 ms to 16.5 ms per frame (\~650× faster) on a 1024×1024 grid.

      "Six implementations of Conway’s Game of Life — from naive (but idiomatic & slow) to optimized Clojurescript using typed arrays and direct pixel manipulations (10,840 ms / frame vs 16.5 ms / frame = \~650× faster for a 1024×1024 grid)." (Medium)

      • A compile-time macro version of get-in eliminated temporary vector allocations and reduce calls, boosting lookup speed from 205.18 ns to 43.61 ns (\~5× faster).

      "Benchmarking this example with criterium under Clojure (which has somewhat different/faster protocol dispatch than in Clojurescript), the macro version results in 43.61ns vs 205.18ns for the default get-in (\~5× faster)." (Medium)

      • Switching from nested vectors to a flat 1D vector enabled nth-based indexing (\~6× speed-up), before Typed Arrays and loop-based pixel updates removed millions of function calls for the full \~650× gain.

      "The more obvious improvement to speed up the simulation was using a flat 1D vector to encode the grid and calculate cell indices for the 2D coordinates ... gain a \~6× speed up ... Since all our data ... are stored in typed arrays ... and altogether gained a \~650× speedup compared to the original." (Medium)

      • Adopting transduce for neighbor counting proved \~15–20% slower than map & reduce, highlighting that idiomatic functions can sometimes underperform.

      "One of the intermediate steps ... was using transduce instead of map & reduce to compute the number of alive neighbor cells, however this ended up actually being \~15–20% slower in this case." (Medium)

      • Effective WebGL programming demands deep knowledge of geometry, linear algebra, the OpenGL state machine, GPU pipelines, and GLSL, making it daunting for newcomers.

      "To anyone interested in directly utilizing the GPU in the browser, WebGL is a huge & fascinating topic, but it can also be very daunting for newcomers to graphics programming, since efficient use of it requires a multitude of prerequisite knowledge and terminology about 2D/3D geometry, linear algebra, spatial thinking in multiple spaces (coordinate systems), low-level data organization, the OpenGL state machine ... GPU processing pipelines, knowledge of the GLSL shading language, color theory etc." (Medium)

      • The thi.ng/geom library employs Clojure maps for semi-declarative OpenGL/WebGL buffer and shader specifications, while preserving explicit control over the GL state machine.

      "The thi.ng/geom library takes a semi-declarative approach to working with OpenGL/WebGL in that it’s extensively using Clojure maps to define various geometry and shader specifications, which are then compiled into the required data buffers & GLSL programs ... but at no point is it hiding the underlying layer, giving advanced users full control over the GL state machine." (Medium)

      • Shadergraph addresses GLSL code reuse by offering transitive dependency resolution, a library of common functions, compile-time minification, and metadata extraction for tooling.

      "To address this in Clojurescript from early on, we can use the thi.ng/shadergraph library, which provides us with: a transitive dependency resolution mechanism for GLSL code ... a growing library of pure, commonly used GLSL functions (lighting, color conversion, matrix math, rotations, effects etc.) ... and a basic compile-time shader minifier ... Clojure meta data extraction of the defined GLSL functions ..." (Medium)

      • A hands-on WebRTC demo showed how to stream a camera feed into Shadertoy-style WebGL shaders for real-time video FX processing.

      "I prepared a small example combining a WebRTC camera stream with Shadertoy-like WebGL image processing using a bunch of effect options." (Medium)

      • True parallelism in the browser comes from WebWorkers—unlike core.async’s simulated concurrency—and relies on isolated modules, message passing, and transferable ArrayBuffers for efficient data sharing.

      "However, the currently only way to obtain real extra compute resources of a multi-core CPU in JavaScript is to use WebWorkers ... WebWorker code needs to be loaded from a separate source file and can only communicate with the main process via message passing. By default, the data passed ... is copied, but some types (e.g. ArrayBuffers) can also be transferred ..." (Medium)

      • Emscripten’s LLVM-based compiler targets asm.js (and soon WebAssembly), enabling C/C++ modules to outperform idiomatic ClojureScript for math-heavy and mutable-data tasks.

      "Emscripten ... a LLVM-based transpiler for C and C++ to asm.js ... the resulting asm.js code almost always performs noticeably faster than the Clojurescript version ... With WebAssembly on the horizon, it’s maybe a good time to invest some time into some “upskilling” ..." (Medium)

      • The workshop’s capstone was a C-based 3D particle system demo, using Emscripten’s JavaScript ArrayBuffer heap and typed arrays to pack 36-byte particle structs tightly and avoid copying overhead.

      "For the final exercise ... we implemented a simple 3D particle system in C, compiled it with Emscripten and learned how to integrate it into a Clojurescript WebGL demo ... The Emscripten runtime emulates the C heap as a single, large JS ArrayBuffer ... Each particle only takes up 36 bytes ... all particles in this array are tightly packed ..." (Medium)

    1. A third and very central way in which UE’s design supported player empowerment was the manner in which the game facilitated the forming of a social network among its players. This was done through the narrative of the game, which told players that social innovation requires teamwork; through the complexity of the missions, which led players to collaborate; and by facilitating player communication via the discussion forum and players’ personal pages. As the game developed and players started to befriend each other, a network emerged that was transferrable to the physical world and enabled them to share ideas, knowledge, and other resources.

      Reminds me of the school of moral ambition - https://www.moralambition.org/

    1. The Tropical Bath * Lady Penelope and I have a nice, long bath in a tropical pool in Eden. We splash each other and play a watery game of hide and seek, before Lady Penelope proceeds to use the freshest flowers to cleanse my skin and body.

    1. Julia Mutzenbach, Tagungsbericht: Digital in die jüdische Frühe Neuzeit, in: H-Soz-Kult, 24.07.2025, https://www.hsozkult.de/conferencereport/id/fdkn-156294.

      Julia Mutzenbach, [Conference report:] Digital in die jüdische Frühe Neuzeit. Innovative Formen der Vermittlung. Organisiert von Interdisziplinäres Forum Jüdische Geschichte und Kultur in der Frühen Neuzeit und Akademie der Diözese Rottenburg-Stuttgart. Stuttgart [Hybrid] 14.--16.02.2025, in: H-Soz-Kult, 24.07.2025 https://www.hsozkult.de/conferencereport/id/fdkn-156294 27.07.2025

    1. Have you ever posted something online that you later regretted? If you could go back and change that posting, what would you do differently?

      I have done this and if I could go back I would have listened to myself. I feel this is a question a lot of people can relate to. I feel a lot of people have put something online they with they would not have. When I was a mighty might football coach, there was a 24 hour rule (cool down time). You could not call or post on Group-Me until 24 hours have past. Whether it be about a game or even practice. Do you have a rule about posting?

  10. resu-bot-bucket.s3.ca-central-1.amazonaws.com resu-bot-bucket.s3.ca-central-1.amazonaws.com
  11. resu-bot-bucket.s3.ca-central-1.amazonaws.com resu-bot-bucket.s3.ca-central-1.amazonaws.com
  12. resu-bot-bucket.s3.ca-central-1.amazonaws.com resu-bot-bucket.s3.ca-central-1.amazonaws.com
  13. resu-bot-bucket.s3.ca-central-1.amazonaws.com resu-bot-bucket.s3.ca-central-1.amazonaws.com
  14. resu-bot-bucket.s3.ca-central-1.amazonaws.com resu-bot-bucket.s3.ca-central-1.amazonaws.com
  15. resu-bot-bucket.s3.ca-central-1.amazonaws.com resu-bot-bucket.s3.ca-central-1.amazonaws.com
    1. Splinterlands - Is It Worth Playing In Gold League?

      Do you play Splinterlands in the Gold League? Is the investment of over $300 in new Chaos cards worthwhile? With modest daily rewards, you can progress to higher leagues for greater earnings. Despite the early low returns, see how to grow your deck. And aim for future success in the game.

    1. I’d be sitting there onthe couch, alone, the whole dorm silent except for the game commentary as I was watching mybrother play ...and living through him.

      Why it's pathos: This evokes a feeling of loneliness and desire and shows how much he sacrificed and wanted to belong with the team.

    2. I ended up being allowed to play that day, and I remember it like it was yesterday. It was near theend of the game, and we were ahead. I was on defense, playing linebacker. The outsidereceiver ran a slant route, and I read the play, jumped the route, dove in the air and caughtthe ball, flipping over onto my back to secure it before I hit the ground. It was the first time Ihad ever intercepted a pass in a game, and it basically sealed the win for us and sent us tothe playoffs.

      Why it's logos: Griffin uses an example to show that even with his physical difference he is able to win games.

  16. Jul 2025
    1. Enlil, "Because they have killed the Bull of Heaven, and because they have killed Humbabawho guarded the Cedar Mountain one of the two must die." Then glorious Shamash answeredthe hero Enlil, "It was by your command they killed the Bull of Heaven, and killed Humbaba,and must Enkidu die although innocent?" Enlil flung round in rage at glorious Shamash, "Youdare to say this, you who went about with them every day like one of themselves!"So Enkidu lay stretched out before Gilgamesh; his tears ran down in streams and he said toGilgamesh, 'O my brother, so dear as you are to me, brother, yet they will take me from you.'Again he said, 'I must sit down on the threshold of the dead and never again will I see my dearbrother with my eyes.'While Enkidu lay alone in his sickness he cursed the gate as though it was living flesh, 'Youthere, wood of the gate, dull and insensible, witless, I searched for you over twenty leaguesuntil I saw the towering cedar. There is no wood like you in our land. Seventy-two cubits highand twenty-four wide, the pivot and the ferrule and the jambs are perfect. A master craftsmanfrom Nippur has made you; but O, if I had known the conclusion! If I had known that this wasall the good that would come of it, I would have raised the axe and split you into little piecesand set up here a gate of wattle instead. Ah, if only some future king had brought you here,or some god had fashioned you. Let him obliterate my name and write his own, and the cursefall on him instead of on Enkidu.'With the first brightening of dawn Enkidu raised his head and wept before the Sun God, inthe brilliance of the sunlight his tears streamed down. 'Sun God, I beseech you, about thatvile Trapper, that Trapper of nothing because of whom I was to catch less than my comrade;let him catch least, make his game scarce, make him feeble, taking the smaller of every share,let his quarry escape from his nets.'When he had cursed the Trapper to his heart's content he turned on the harlot. He was rousedto curse her also. 'As for you, woman, with a great curse I curse you! I will promise you adestiny to all eternity. My curse shall come on you soon and sudden. You shall be without aroof for your commerce, for you shall not keep house with other girls in the tavern, but doyour business in places fouled by the vomit of the drunkard. Your hire will be potter's earth,your thievings will be flung into the hovel, you will sit at the cross-roads in the dust of thepotter's quarter, you will make your bed on the dunghill at night, and by day take your standin the wall's shadow. Brambles and thorns will tear your feet, the drunk and the dry will strikeyour cheek and your mouth will ache. Let you be stripped of your purple dyes, for I too oncein the wilderness with my wife had all the treasure I wished.'When Shamash heard the words of Enkidu he called to him from heaven: 'Enkidu, why areyou cursing the woman, the mistress who taught you to eat bread fit for gods and drink wineof kings

      I find it interesting that words like "wanton" and "harlot" were used to describe this woman. Although Shamash himself states how important of a woman she is. they will always see her as a "mistress" or "harlot." Those words in and of itself have negative connotations. It is as if they degrade her almost.

    1. University of Texas finance professor John M. Griffin and his doctoral student Amin Shams detailed Tether’s activities in a 2018 paper. For the period of March 1, 2017 to March 31, 2018, Griffin and Shams found plausible evidence to conclude that a few actors printed tethers without real dollar backing to artificially rescue Bitcoin (BTC) when its price fell and stimulate its overall growth. The trading activity was concentrated on Bitfinex with trading patterns not seen on other exchanges. Griffin and Shams also noted the dubious nature of Tether’s reserves and demonstrated unbacked issuance. So long as no one could tell the difference between a tether token and a real dollar, these unbacked tokens could be traded as if they were real dollars. Think of it as a cheat code in a video game for unlimited gold when every other player must grind quests to get them.

      Perfect, expansionary fiscal bitcoin issuance

    1. Grundlegende Überlegungen zum Projekt stellten zunächst MARTHA FIEDELAK (Heidelberg) und LARA STUMPF (Heidelberg) an, indem sie die Verarbeitung frühneuzeitlicher Themen in Games vorstellten. Anhand von Games wie „Pentiment“ und „Martin Luther auf der Spur“ analysierten sie die Darstellung jüdischen Lebens in der Frühen Neuzeit. Dabei zeigten sie, dass jüdische Perspektiven oft nur am Rand erscheinen oder stereotypisiert eingebunden sind – selbst in sogenannten Serious Games mit Bildungsanspruch.

      Jewish history only peripheral part of history in games.

    2. Digitale Spiele im Geschichtsunterricht als ein Medium zwischen Historizität, Histotainment, Authentizität und Immersion präsentierte online zugeschaltet MATHIAS HERRMANN (Dresden). Er skizzierte die Entwicklung digitaler Spiele seit den 1970er-Jahren hin zu einem millionenschweren Massenmedium – ein Indiz für das breite öffentliche Interesse an Geschichte. Der Unterhaltungswert steht dabei oft über historischer Genauigkeit, doch gerade darin liegt auch ein didaktisches Potenzial: Historisierende Spiele sind Teil der Geschichtskultur, spiegeln populäre Vergangenheitsvorstellungen und können – kritisch analysiert – sogar als Quellen genutzt werden, um aktuelle Narrative und ideologische Deutungen sichtbar zu machen. Angesichts ihrer gezielten Nutzung durch rechtsideologische Kreise forderte Herrmann eine reflektierte Auseinandersetzung mit dem Medium. Richtig eingesetzt, etwa im Unterricht und begleitet durch geeignetes Material, könnten Spiele sowohl Faktenwissen als auch Medienkompetenz fördern – vorausgesetzt, sie werden als ernstzunehmende Bildungsmedien anerkannt.

      Well, yes history in games is rarely accurate and this also okay. The main purpose is entertainment. We need a culture that recognizes that a game can still teach some things about history (e.g. how does persecution work). And also show perspectives about history. ALSO: Its not a question if games are educational, people will always use them to passively or actively educate themself about history.

    1. This thought experiment necessarily leads us to challenge the assumption that accomplishment of a goal within a game necessarily renders something meaningful. The assumptions are straightforward and lead to the conclusion that with a finite goal, the activity can be meaningless. The experiment does assume, though, that the variation in outcome (the stone ultimately resting on top) is the only factor for determining meaning, which may be oversimplifying too much the psychological determinants of meaning. A stronger counterargument would involve subjective sense of accomplishment or affective interest, but not objective motives

    1. All treatments involved three phases, each consisting of six rounds of a standard PG game (the standard PG game is explained below). In the first phase, participants played a standard PG game without BPPs. In the second phase, the groups in the two incentive treatments received a BPP. In the final phase of all treatments, participants returned to playing the standard PG game without incentives.

      Very well designed so you see the effects of addition and removal of the incentive

    1. Mức điểm 2: Gia sư tổng kết lại toàn bộ nội dung của bài học. Mức điểm 3: Gia sư sử dụng các phương pháp khác nhau để tổng kết lại những nội dung mà học sinh gặp khó khăn trong bài học. Mức điểm 4: Gia sư tổ chức các hoạt động hiệu quả, sáng tạo (game) để giúp học sinh tổng kết các nội dung quan trọng trong bài học.

      Hiện tại, em đang thực hiện tổng kết bài học một cách đơn giản: nhắc lại các điểm chính và đặt một vài câu hỏi kiểm tra kiến thức để học sinh trả lời ☺️

      Em quan niệm rằng sau khi đã hoàn thành quá trình giảng dạy, phần tổng kết chỉ cần nhẹ nhàng, giúp học sinh nhìn lại nhanh kiến thức đã học, không nhất thiết phải tổ chức quá cầu kỳ.

    1. pure Monte Carlo tree search does not need an explicit evaluation function

      MCT with UCT converges to the minimax algorithm for certain restricted games, but also has other advantages.

      advantage 1: just like RL in general, the evaluation function can be implicit, coming from rollouts of the game and evaluating the outcome, so no explicit function for evaluation is needed for all states.

    1. Reviewer #1 (Public review):

      Summary:

      In this manuscript, the authors aim to address significant limitations of existing experimental paradigms used to study dyadic social interactions by introducing a novel experimental setup - the Dyadic Interaction Platform (DIP). The DIP uniquely allows participants to interact dynamically, face-to-face, with simultaneous access to both social cues and task-related stimuli. The authors demonstrate the versatility and utility of this platform across several exemplary scenarios, notably highlighting cases of significant behavioral differences in conditions involving direct visibility of a partner.

      Major strengths include comprehensive descriptions of previous paradigms, detailed explanations of the DIP's technical features, and clear illustrations of multimodal data integration. These elements greatly enhance the reproducibility of the methods and clarify the potential applications across various research domains and species. Particularly compelling is the authors' demonstration of behavioral impacts related to transparency in interactions, as evidenced by the macaque-human experiments using the Bach-or-Stravinsky game scenario.

      Strengths:

      The DIP represents a methodological advance in the study of social cognition. Its transparent, touch-sensitive display elegantly solves the problem of enabling participants to attend to both their social partner and task stimuli simultaneously without requiring attention switching. This paper marks a notable step forward toward more options for naturalistic yet still lab-based studies of social decision-making, an area where the field is actively moving, especially given recent research highlighting significant differences in neural activity depending upon the context in which an action is performed. The DIP offers researchers a valuable tool to bridge the gap between tightly controlled laboratory paradigms and the dynamic, bidirectional nature of real-world social interactions.

      The authors do well to provide comprehensive documentation of the technical specifications for the four different implementations of the platform, allowing other researchers to adapt and build upon their work. The detailed information about hardware configurations demonstrates careful attention to practical implementation details. They also highlight numerous options for integration with other tools and software, further demonstrating the versatility of this apparatus and the variety of research questions to which it could be applied.

      The historical review of dyadic experimental paradigms is thorough and effectively positions the DIP as addressing a critical gap in existing methodologies. The authors convincingly argue that studying continuous, dynamic social interactions is essential for understanding real-world social cognition, and that existing paradigms often force unnatural attention-splitting or turn-taking behaviors that don't reflect naturalistic interaction patterns.

      The four example applications showcase the DIP's versatility across diverse research questions. The Bach-or-Stravinsky economic game example is particularly compelling, demonstrating how continuous access to partners' actions substantially changes coordination strategies in non-human primates. This highlights a key strength of the DIP, which is that it removes a level of abstraction that can make tasks more difficult for non-human primates to learn. By being able to see their partner and actions directly, rather than having to understand that a cursor on a screen represents a partner, the platform makes the task more accessible to non-human primates and possibly children as well. This opens up important avenues for enhanced cross-species investigations of cognition, allowing researchers to study social dynamics in a setting that remains naturalistic yet controlled across different populations.

      Weaknesses:

      Some of the experimental applications would benefit from stronger evidence demonstrating the unique advantages of the transparent setup. For instance, in the dyadic foraging example, it's not entirely clear how participants' behavior differs from what might be observed when simply tracking each other's cursor movements in a non-transparent setup. More evidence showing how direct visibility of the partner, beyond simply being able to track the position of the partner's cursor, influences behavior would strengthen this example. Similarly, in the continuous perceptual report (CPR) task, the subjects could perform this task and see feedback from their partners' actions without having to see their partner through the transparent screen. Evidence showing that 1) subjects do indeed look at their partner during the task and 2) viewing their partner influences their performance on the task would significantly strengthen the claim that the ability to view the partner brings in a new dimension to this task. These additions would better demonstrate the specific value added by the transparent nature of the DIP beyond what could be achieved with standard cursor-tracking paradigms.

      A significant limitation that is inadequately addressed relates to neural investigations. While the authors position the platform's ability to merge attention to social stimuli and task stimuli as a key advantage, they don't sufficiently acknowledge the challenges this creates for dissociating neural signals attributed to social cues versus task-based stimuli. More traditional lab-based experiments intentionally separate components like task-stimulus perception, social perception, and decision-making periods so that researchers can isolate the neural signals associated with each process. This deliberate separation, which the authors frame as a weakness, actually serves an important functional purpose in neural investigations. The paper would be strengthened by explicitly discussing this limitation and offering potential approaches to address it in experimental design or data analysis. For instance, the authors could suggest methodological innovations or analytical techniques that might help disentangle the overlapping neural signals that would inevitably arise from the integrated presentation of social and task stimuli in the DIP setup.

      Furthermore, the authors' suggestion to arrange task stimuli around the periphery of the screen to maintain a clear middle area for viewing the partner appears to contradict their own critique of traditional paradigms. This recommended arrangement would seemingly reintroduce the very problem of attentional switching between task stimuli and social partners that the authors identified as a limitation of previous approaches. The paper would be strengthened by discussing the potential trade-offs associated with their suggested stimulus arrangement. Additionally, offering potential approaches to address these limitations in experimental design or data analysis would enhance the paper's contribution to the field.

    1. SYNBIO AUCTIONHANDBOOK22.4.19Made with ❤ for D.A.V. Public School, VelacheryiGEM 2019 SASTRA Team - Human Practices #1

      (from Slack chats: CR) What is everyone’s favorite resource to show to undergraduates new to synthetic biology? Bonus points to printable/written/non-video stuff

      (GP) Not directly a resource, as this assumes some level of bg has been given, but I was introduced to different parts of a genetic construct via this game during my undergrad:

    1. The concept of online identities is fascinating, especially how individuals craft different personas across platforms. For instance, a student may use LinkedIn to present a professional side, while Facebook highlights personal connections. It’s interesting how these platforms allow for a wide range of self-expression, from informal language with friends to creating game avatars or posting instagram stories in a second language. These digital spaces not only help build new identities but also expand how we connect with others and explore different cultures. How do you think these online identities influence our real-life interactions and perceptions?

    1. Regardless of this, the sub-sample of validatedcarbon monoxide outputs provided at 3-month follow-up correlated very strongly with theself-report measures, supporting previous evidence that self-report measures are highlyaccurate for smokers who are not adolescents, high risk smokers, or medical patients

      This still seems to me like it would be easy to game and get around with no easy way to verify

    2. Exhaled carbon monoxide outputs were available from the stop smokingpractitioners to verify the self-reported measures at baseline and 3-month follow-up.

      Ive never heard of these tests before, but I dont know how well they would work at a 3 month follow up. Im skeptical that they would work if you had a cigarette more than a few days before, and everywhere I look online says that they arent very effective past 2 days. This seems like it would be an easy system to game if you simply lie about your smoking in the self report, but I could be wrong

    1. The best way to understand Punjabi weddings is to realize that every single thing that's happening fulfills one of three goals.Meeting the religious obligations of marriage, as defined by the Vedas.Merging two families together and building a joint community.Showing off as much as humanly possible.You do your vows by walking around a sacred fire seven times while a pandit recites prayers in Sanskrit. That's category one. But you take those vows while dressed in the most ornate clothing you will ever see, decked out in jewelry fit for royalty. That's all category three. O, and while those vows are going on, there's a low key capture-the-flag game happening with the groom's shoes, with the bride's family members attempting to steal them from the groom's family members. That's, of course, category two.Every ritual, event, and tradition is like this, multiplied over at least 5 days.

      Wry introspection, elaborate detail

    1. Its a good idea to explore cattle raiding. The football game we played pushing back people into their own village is a tribal reality which is coded into the GAA I also sense it is coded into the stories of rape and babies killed by nuns and children raped by priests and uncles and fathers that is also a reality of the Gaelic psycche

    1. Development Company Build your Crypto business empire with the most redefined crypto wallet in the digital space. Dappfort, a promising crypto wallet development company, offers you next-gen-powered wallet solutions. Let's work together Crypto Wallet Development Dappfort is a promising leader in crypto wallet development, offering an advanced wallet solution that helps wallet users buy, sell, trade, and swap a variety of cryptocurrencies at any time. Are you a crypto enthusiast looking to launch your own business in the emerging crypto market? Then Dappfort’s crypto wallet would be a great solution. The certified blockchain developers of Dappfort work on your crypto wallet idea to bring it to reality. Crypto wallet development requires a team of experienced developers from UI design to smart contract programming. Dappfort takes your wallet development process through a sequence of workflows to bring the best idea to the digital world. We, as a team, make sure every wallet is hassle-free, compatible, secure, and user-friendly. Also, we are keen on providing feature-rich crypto wallet development services tailored to your business needs. Crypto Wallet Development Services We offer a wide range of crypto wallet development services based on the requirement of client. Here is a list of the top services we work for our clients NFT Wallet A dedicated NFT wallet that allows users to hold only non-fungible tokens, the wallet is specifically designed to buy, sell, trade, and hold any kind of NFT safely. Multi-Chain Wallet The futuristic wallet that attracts most users around the globe is this one, as this allows users to trade and hold multiple cryptocurrencies across various blockchain networks. Coin-Based Wallet We also work on dedicated crypto wallet projects, especially designed for a particular crypto coin based on its dedicated blockchain network. White Label Solution Looking to launch a similar wallet like Trust Wallet? Avail our white label crypto wallet solution and launch in the crypto space in no time. Wallet as a Service Our professionals are also employed to develop robust digital solutions to handle every aspect of functions and transactions in the wallet. Browser Extensions Are you looking for something like Metamaks? We have got you, our professionals are ready to launch your next browser extensions wallet like Metamask. Features of our Cryptocurrency Wallet Solutions We make sure every wallet developed by our experts is planned with the most prominent features that users look for and helps admin manage their business. Admin features User features Effective Data It provides all the data of every transaction and trade that took place through the wallet platform, and also the activity of the Dapps and staking details. API Admin has control over the API integrated to the platform and can modify, add, or remove the API based on the needs of the users of the crypto wallet. Analytics The analytics dashboard helps the admin to analyze the users' access to the features of the wallet, and this helps to upgrade the features that users opt for the most. Security Management The admin holds the key position to manage the security of the wallet, where he enables various security features to protect the crypto wallet solution. Data Backup On a daily basis, the wallet records all the required data and stores it for future analysis, and also helps to transfer data in the future at any time. Notifications Admins will be able to send notifications to a specific set of users or to all users of the crypto wallet from the dashboard. Trade History The user will be able to go through the history of trades done before for analysis, and this helps to plan future trades and also the previous assets he/she was holding. Multiple Cryptos The wallet is designed to hold multiple cryptocurrencies, which allows users to explore various assets and let them choose the best crypto they want to buy/trade/sell. Referral & Reward The referral and reward system allows users to earn commission when a user makes any transaction with the wallet through his/her referral ID after creating their wallet. User Dashboard The user dashboard holds all the information of the user since when he/she made their first transaction in the wallet, which helps them to analyze their digital assets. Staking Staking helps users to lock their digital assets for a certain period and allows them to earn rewards and crypto based on their locked assets and the time period. Multiple Payment Gateways Users can deposit/withdraw their funds through any of their desired payment gateways, which makes their process easier. Addon Features Apart from the above-listed features, below are a few additional features that help the wallet reach out to maximum users around the world. Token Listing Multiple tokens can be listed in the wallet to attract multiple users around the globe and reach your business goals. Browser Extension Are you looking to add browser extensions like Metamask for your wallet? We have got you, our developers will bring it for you. Fiat Support We also bring you Fiat support, which allows users around the globe to deposit their Fiat into the wallet for the purchase of any asset. Cross-Chain The cross-chain options allow users to trade across multiple blockchain networks, allowing users to connect to various Dapps they want. Dapp Dapps play a major role in the crypto space, so with the wallet, we integrate the Dapp to ease the process for users for further needs. Lightning Network BTC Lightning Network allows instant, low-cost transactions that are completed using off-chain payment techniques, enabling fast Bitcoin transfers. Security Features We are keen on the security features of the crypto wallet to avoid any kind of disruption in the service and to avoid any hacks, where we add multiple layers of security, and here are a few among them Multi-Factor Authentication Multiple kinds of authentication are used, including passwords, hardware keys, and more. This provides extra security levels even if one aspect is compromised. Encryption Integrates strong encryption algorithms such as AES or ECC to protect sensitive data. It ensures that encrypted data is not readable without the decryption key. Biometric Authentication requires the use of unique physical traits such as fingerprints or facial recognition, providing an additional security layer that prevents any hacks. Anti-Phishing software Anti-phishing software detects fraudulent websites and programs. It avoids scams and the exposure of private keys or login information. DDoS Protection DDoS protection ensures that the overwhelming unwanted traffic is blocked that aims to disrupt or break the system, not directly preventing data breaches. Cryptocurrency Wallet Development Process Project Scope Analysis Determine Tech Stack UI/UX Design Backend Development Smart Contract Coding Set up Security Layers Dapp Integration API Integration Testing and Deployment Project Scope Analysis and Take Profit We assigned the experts on our team to analyze the project scope and proceed with the project's vision and mission, thereby informing the development process and project outcome. Determine Tech Stack Once the process is set up, we identify the required tools and tech stack for developing the project, presenting the best solution for the digital space. UI/UX Design and Candlestick Close Then our designers will start their work with designing the best impressive UI for your wallet that helps the users to find and access every feature of the wallet. Backend Development Simultaneously, our developers will proceed with the backend development process and set up the core functionality of the wallet and additional features as the project demands. Smart Contract Coding On the other hand, our certified blockchain developers will be coding smart contracts that play a major role in the crypto wallet and secure every transaction. Set up Security Layers Once the core functionality and features are set up, we will add multiple layers of security features to the wallet to safeguard the users and digital assets of the wallet. Dapp Integration If the client requires any decentralized application to be integrated with the wallet to provide additional services, our developers would work to integrate DApps with the wallet. API Integration For various additional features and functions, API’s are integrated with the wallet based on the project demand to ease multiple operations for the users. Testing and Deployment Once the development process is done, the wallet is taken through a series of tests where the bugs & vulnerabilities are fixed and removed before deployment. Benefits of Launching a Crypto Wallet Looking to launch a crypto wallet but don’t have any idea on why to launch and what benefits you can get, here are a few things that may help before you move with the wallet development process Global Reach Crypto Wallet allows you to take your business to a global audience and helps to build your crypto business empire further in the digital space. Multiple Revenue Streams Crypto wallet lets you make multiple revenue which, including transaction fees, token listing fees, even for staking, exchange, and more. DeFi Users can access DeFi platforms, and also users can benefit from staking, lending, and borrowing, making it a one-stop solution. Market Demand The crypto market is growing, and the crypto space demands that every user have a wallet for any operation in the crypto space, which allows you to reach more users. Secured Crypto wallets are a more secure solution in the crypto space because of multiple security layers and deployed smart contracts, which is an added advantage. Scalability The wallet offers hassle-free performance to the users, even if more than 50000+ active users access the wallet at the same time. Tech Stack we use for Cryptocurrency Wallet Development Our certified professionals work on various tech stacks to present the best crypto wallet with top-notch features, and here are a few on which our professionals most commonly work. Frontend React Next.Js Vue Backend Node.js Nest.js Express.js Socket.io Blockchain Ledger Bitcoin-core Pinata Cloud Hardhat IPFS Alchemy TronWeb Blockchain network Avalanche Ethereum Bitcoin Solana Polygon Fantom Blockchain platforms Solidity Stellar Hyperledger fabric Rust Additional tools Apollo Docker REST/GraphQL ClickUp/ Jira GitHub What Makes Dappfort the Best Cryptocurrency Wallet Development Company? Dappfort is the best cryptocurrency wallet development company that works with clients around the world on various requirements and provides the best solution that helps their business grow in the crypto space. If you are looking to launch your wallet in the crypto space or looking to give your existing wallet an upgrade, connect with our experts, and they will help you reach your business goal with advanced solutions. Dappfort’s crypto wallet solution offers a wide range of opportunities in digital assets that attract a lot of users around the globe and help you reach your business goals. The crypto wallet is the gateway to every transaction and every operation that takes place in the crypto space, so if you have an idea to enter the crypto space, then launching a wallet would be the best solution at this time. Contact us! Book a call or fill out the form below and we'll get back to you once we've processed your request. Select Country I agree the Terms and conditions & send me NDA FAQs Related to Crypto Wallet App Development Frequently asked questions regarding Crypto Wallet App What are the benefits of developing an crypto Wallet app? The benefits of creating a cryptocurrency wallet app include convenience, security, quick transactions, connection with other services, and easy access to digital payments. How can AI be integrated into crypto Wallet application development? AI can improve eWallet apps by providing tailored suggestions, fraud detection, speech recognition, and chatbots, which improves user experience, security, and transaction efficiency. What technologies are commonly used in crypto Wallet apps development? It comprises mobile app frameworks, backend technology, payment gateway integrations, and AI technologies. What are the essential components to add in a cryptocurrency wallet app? It includes user registration, account linking, wallet balance management, transaction history, QR code scanning, peer-to-peer money transfers, bill payments, and security features like as authentication. How can I monetize crypto Wallet app? An eWallet app's monetization options include transaction fees, merchant partnerships, in-app advertising, premium feature subscription plans, and app licensing to other businesses. How can I ensure the security of an crypto Wallet app? Implement data encryption, two-factor authentication, frequent security audits, industry standard compliance, user education on secure practices, and AI-powered fraud detection to assure the security of your crypto wallet software. Explore all of free resource Discover guides on wallet security, reviews of the best options, and the latest trends in the cryptocurrency space. Stay informed and make the most of your digital assets! Explore Insights Get in touch Get in touch with us for all your crypto wallet inquiries! Whether you have questions, need support, or want to share feedback, we’re here to help you navigate your digital asset journey. Contact us Boost your business with our customized web3 digital solutions. Partner with Dappfort to turn your vision into reality. Contact Us Business Enquiry: +91 88385 34884 Email Us: sales@dappfort.com LONDON 71-75 Shelton Street, Covent Garden, London, England WC2H 9JQ, GB MADURAI Baskar Complex, Besant Road, Chinna Chokkikulam Madurai, TN-625002 India Company About us Blog Services Web3 Game Development Web3 Wallet Development Web3 Dapp Development Web3 Defi Development Web3 Ecommerce Development Crypto Exchange Development White Label Exchange Software Cryptocurrency Wallet Development Hybrid Exchange Development P2P Exchange Development Metaverse Development Metaverse Casino Game Development Metaverse Avatar Development Metaverse Game Development Metaverse Token Development Metaverse App Development Metaverse Social Media Development Products Kucoin Clone Script Bybit Clone Script Solanart Clone Script Superrare Clone Script Axie infinity Clone Script Alien Worlds Clone Script Sandbox Clone Script Cryptoblades Clone Script Zedrun Clone Script BC Games Clone Script Cricket Betting Software Whitelabel Sportsbook Software Draftkings Clone Script Fanduel Clone Script Lotus365 Clone Script Dream11 Clone Script Betfury Clone Script Foundation Clone Script Disclaimer: logos and other registered trademarks of blockchain networks & other popular application used on this platform are held by their respective owners. Dappfort does not claim ownership or association on them, and their use is purely for informational and illustrative purposes to understand by our audience. Privacy Policy Terms & Conditions © 2025 Dappfort, All Rights Reserved Connect Whatsapp Connect Telegram $(document).ready(function() { $('.menu').click(function(event) { event.stopPropagation(); // Prevents the event from bubbling up to the document $(this).toggleClass('clicked'); var submenu = $(this).next('.submenu'); if ($(this).hasClass('clicked')) { submenu.addClass('active').delay(100).queue(function(next) { $(this).addClass('show'); // Add the class that triggers the slow transition next(); // Proceed to the next item in the queue }); } else { submenu.removeClass('active show'); } // Hide other submenus $('.menu').not(this).removeClass('clicked').next('.submenu').removeClass('active show'); }); $(document).click(function(event) { // Check if the click is outside of the menu and submenu if (!$(event.target).closest('.submenu-container').length) { $('.menu').removeClass('clicked'); $('.submenu').removeClass('active show'); } }); // Prevent submenu from closing when clicked inside $('.submenu').click(function(event) { event.stopPropagation(); // Prevents the click event from closing the submenu }); }); $(window).scroll(function() { if ($(this).scrollTop() > 20) { $('.navbar').addClass('stickyNav'); } else { $('.navbar').removeClass('stickyNav'); } if ($(this).scrollTop() > 20) { $('.ctaPopBtn').addClass('stickyBtn'); } else { $('.ctaPopBtn').removeClass('stickyBtn'); } }); document.addEventListener("DOMContentLoaded", function() { var input = document.querySelector("#phone"); var iti = window.intlTelInput(input, { initialCountry: "auto", separateDialCode: true, utilsScript: "https://cdnjs.cloudflare.com/ajax/libs/intl-tel-input/17.0.8/js/utils.js", }); // Optional: Retrieve and set the phone number value from localStorage var storedPhoneNumber = localStorage.getItem("phoneNumber"); if (storedPhoneNumber) { input.value = storedPhoneNumber; } // Handle form submission var form = document.getElementById("phoneForm"); if (form) { form.addEventListener("submit", function(event) { event.preventDefault(); // Save the phone number to localStorage localStorage.setItem("phoneNumber", input.value); // Log the phone number (you can replace this with actual form submission) console.log("Submitted Phone Number:", input.value); }); } else { console.error("Form element not found."); } }); document.getElementById('countries').addEventListener('change', function() { var selectedCountryCode = this.options[this.selectedIndex].value; var selectedCountry = this.options[this.selectedIndex].text; $("#hiddencountry").val(selectedCountry); $("#phone").val(selectedCountryCode); }); $(document).ready(function() { $(window).scroll(function() { if ($(this).scrollTop() > 100) { // Change 100 to the height you want to trigger the effect $('.header-section').addClass('is-sticky'); } else { $('.header-section').removeClass('is-sticky'); } }); }); $("#social_select li").click(function() { var t = $(this).attr("data-value"); $(".contact_type").val(t), "skype" == t ? $(".social_contact").attr("placeholder", "Your " + t + " ID") : $(".social_contact").attr("placeholder", "Your " + t + " Number") }), $("ul.social-select").on("click", ".init", function() { $(this) .closest("ul") .children("li:not(.init)") .toggle() }), $(document).on("click", function(t) { var e = $("ul.social-select"); e === t.target || e .has(t.target) .length || $(".init") .closest("ul") .children("li:not(.init)") .slideUp("fast") }); var allOptions = $("ul.social-select").children("li:not(.init)"); $("ul.social-select").on("click", "li:not(.init)", function() { allOptions.removeClass("selected"), $(this).addClass("selected"), $("ul.social-select") .children(".init") .html($(this).html()); var t = $(this).attr("data-value"); $("ul.social-select") .children(".init") .attr("data-value", t), allOptions.toggle() }); function fetchDataFromJson() { // alert('Function called'); fetch('https://www.dappfort.com/json/country.json') .then(response => { if (!response.ok) { throw new Error('Network response was not ok'); } return response.json(); }) .then(data => { // alert('Data fetched successfully'); const selectElement = document.getElementById("countries"); if (data && data.items && Array.isArray(data.items)) { data.items.forEach(item => { const option = document.createElement("option"); option.value = item.value; option.text = item.country; selectElement.appendChild(option); }); } else { alert('No items found in the fetched data'); } }) .catch(error => { console.error('Error fetching the JSON file:', error); }); } var Tawk_API=Tawk_API||{}, Tawk_LoadStart=new Date(); (function(){ var s1=document.createElement("script"),s0=document.getElementsByTagName("script")[0]; s1.async=true; s1.src='https://embed.tawk.to/63e22ab4c2f1ac1e2031e0fa/1golndl1o'; s1.charset='UTF-8'; s1.setAttribute('crossorigin','*'); s0.parentNode.insertBefore(s1,s0); })(); function openCity(evt, cityName) { var i, tabcontent, tablinks; tabcontent = document.getElementsByClassName("tabcontents"); for (i = 0; i < tabcontent.length; i++) { tabcontent[i].style.display = "none"; } tablinks = document.getElementsByClassName("tablinks"); for (i = 0; i < tablinks.length; i++) { tablinks[i].className = tablinks[i].className.replace(" active", ""); } document.getElementById(cityName).style.display = "block"; evt.currentTarget.className += " active"; } document.getElementById("defaultOpen").click(); function googletag() { var head = document.getElementsByTagName("head")[0]; var script = document.createElement("script"); script.type = "text/javascript"; script.src = "https://www.googletagmanager.com/gtag/js?id=G-2NL8ZX1DCM"; script.defer = true; head.appendChild(script); } setTimeout(googletag, 7000); window.dataLayer = window.dataLayer || []; function gtag() { dataLayer.push(arguments); } setTimeout(() => { gtag('js', new Date()); gtag('config', 'G-2NL8ZX1DCM', { 'debug_mode': true }); }, 7000); const swiper = new Swiper(".swiper-process", { direction: "vertical", loop: false, slidesPerView: 1, spaceBetween: 0, // autoplay: { // delay: 4000, // disableOnInteraction: false // }, navigation: { nextEl: ".swiper-button-next", prevEl: ".swiper-button-prev" } }); // Navigation List Sync const navItems = document.querySelectorAll("#featureNav li"); function updateNavActive(index) { navItems.forEach((el, i) => { el.classList.toggle("active", i === index); }); } // Sync nav on slide change swiper.on("slideChangeTransitionEnd", () => { updateNavActive(swiper.realIndex); }); // On nav click navItems.forEach((el, i) => { el.addEventListener("click", () => { swiper.slideToLoop(i); updateNavActive(i); }); }); var sc_project = 12903339; var sc_invisible = 1; var sc_security = "a037a771"; <div class="statcounter"><a title="Web Analytics Made Easy - Statcounter" href="https://statcounter.com/" target="_blank"><img class="statcounter" src="https://c.statcounter.com/12903339/0/a037a771/1/" alt="Web Analytics Made Easy - Statcounter" referrerPolicy="no-referrer-when-downgrade"></a></div> { "@context": "https://schema.org/", "@type": "FAQPage", "mainEntity": [{ "@type": "Question", "name": "What are the benefits of developing an crypto Wallet app?", "acceptedAnswer": { "@type": "Answer", "text": "The benefits of creating a cryptocurrency wallet app include convenience, security, quick transactions, connection with other services, and easy access to digital payments." } }, { "@type": "Question", "name": "How can AI be integrated into crypto Wallet application development?", "acceptedAnswer": { "@type": "Answer", "text": "AI can improve eWallet apps by providing tailored suggestions, fraud detection, speech recognition, and chatbots, which improves user experience, security, and transaction efficiency." } }, { "@type": "Question", "name": "What technologies are commonly used in crypto Wallet apps development?", "acceptedAnswer": { "@type": "Answer", "text": "It comprises mobile app frameworks, backend technology, payment gateway integrations, and AI technologies." } }, { "@type": "Question", "name": "What are the essential components to add in a cryptocurrency wallet app?", "acceptedAnswer": { "@type": "Answer", "text": "It includes user registration, account linking, wallet balance management, transaction history, QR code scanning, peer-to-peer money transfers, bill payments, and security features like as authentication." } }, { "@type": "Question", "name": "How can I monetize crypto Wallet app?", "acceptedAnswer": { "@type": "Answer", "text": "An eWallet app's monetization options include transaction fees, merchant partnerships, in-app advertising, premium feature subscription plans, and app licensing to other businesses." } }, { "@type": "Question", "name": "How can I ensure the security of an crypto Wallet app?", "acceptedAnswer": { "@type": "Answer", "text": "Implement data encryption, two-factor authentication, frequent security audits, industry standard compliance, user education on secure practices, and AI-powered fraud detection to assure the security of your crypto wallet software." } } ] }

      Crypto Wallet Development Company, can be referred if looking to develop your crypto wallet.

    1. daft

      daft

      English Explanation:

      In the excerpt, the term "daft" is used to describe something foolish or silly. The speaker asserts, "I’m not daft," indicating awareness of the situation and a rebuttal to any suggestion that they lack common sense. The context suggests that the conversation involves planning a round of golf, which is being framed not just as a game but as an opportunity for meaningful conversation. The speaker expresses confidence that their plans, although considered impractical, could ultimately persuade others.


      Chinese Explanation:

      在这一段中,“daft”一词用来描述愚蠢或傻的事物。说话者表示:“我并不傻”,这表明他们对情况有清晰的认识,并反驳了任何暗示他们缺乏常识的说法。上下文提到的高尔夫活动不仅是一场比赛,更是一个进行有意义谈话的机会。说话者自信他们的计划尽管被认为是不切实际,但可能最终会说服他人。

    1. Separate models including participants' overweight and smoking status and their interaction with incentive type show that both the very overweight and daily smokers are more in favour of incentive-based treatments than those who were never overweight or never smoked

      These could be people with low intrinsic motivation and just looking to game the system

    1. children are expensive

      children are expensive like if you can say the

      sentence children are expensive expensive there may be something wrong with your framing of what children are

      all about so that's one of the rules of the game children are expensive and I know many people and young people today

      but even in my it's like should I delay my career or should I have a family or should I like this is not a good way to

      run your Society where people feel like maybe we shouldn't have a family at any I mean like isn't the point to have a

      society you have to have babies to have a so anyway

    1. This is important because it allows one to communicate with the Antinet, transforming it into a communication experience with a second mind, a doppelgänger, or a ghost in a box, as Luhmann called it. (5)5 This is the entity Luhmann referred to when he titled his paper, Communicating with Noteboxes.

      El comentario a una anotación continente habla de Monos de Markov, en el sentido de atribuirle personalidad y vida a algo inanimado, al hablar con él (tanto como se habla con un Tarot u otro juego interpretativo/narrativo). Estos serían los límites del "ghost in a box", que valdría la pena reconocer a pesar de lo útil de la interpretación animista para el archivo.

    1. eLife Assessment

      This valuable work investigates cooperative behaviors in adolescents using a repeated Prisoner's Dilemma game. The computational modeling approach used in the study is solid and well established, yet evidence supporting certain claims remains incomplete. The work could be strengthened with the consideration of additional experimental contexts, non-linear relationships between age and observed behavior, and modeling details. If these concerns are addressed, the results will be of interest to developmental psychologists, economists, and social psychologists.

    2. Reviewer #1 (Public review):

      Summary:

      Wu and colleagues aimed to explain previous findings that adolescents, compared to adults, show reduced cooperation following cooperative behaviour from a partner in several social scenarios. The authors analysed behavioural data from adolescents and adults performing a zero-sum Prisoner's Dilemma task and compared a range of social and non-social reinforcement learning models to identify potential algorithmic differences. Their findings suggest that adolescents' lower cooperation is best explained by a reduced learning rate for cooperative outcomes, rather than differences in prior expectations about the cooperativeness of a partner. The authors situate their results within the broader literature, proposing that adolescents' behaviour reflects a stronger preference for self-interest rather than a deficit in mentalising.

      Strengths:

      The work as a whole suggests that, in line with past work, adolescents prioritise value accumulation, and this can be, in part, explained by algorithmic differences in weighted value learning. The authors situate their work very clearly in past literature, and make it obvious the gap they are testing and trying to explain. The work also includes social contexts that move the field beyond non-social value accumulation in adolescents. The authors compare a series of formal approaches that might explain the results and establish generative and model-comparison procedures to demonstrate the validity of their winning model and individual parameters. The writing was clear, and the presentation of the results was logical and well-structured.

      Weaknesses:

      I also have some concerns about the methods used to fit and approximate parameters of interest. Namely, the use of maximum likelihood versus hierarchical methods to fit models on an individual level, which may reduce some of the outliers noted in the supplement, and also may improve model identifiability.

      There was also little discussion given the structure of the Prisoner's Dilemma, and the strategy of the game (that defection is always dominant), meaning that the preferences of the adolescents cannot necessarily be distinguished from the incentives of the game, i.e. they may seem less cooperative simply because they want to play the dominant strategy, rather than a lower preferences for cooperation if all else was the same.

      Appraisal & Discussion:

      The authors have partially achieved their aims, but I believe the manuscript would benefit from additional methodological clarification, specifically regarding the use of hierarchical model fitting and the inclusion of Bayes Factors, to more robustly support their conclusions. It would also be important to investigate the source of the model confusion observed in two of their models.

      I am unconvinced by the claim that failures in mentalising have been empirically ruled out, even though I am theoretically inclined to believe that adolescents can mentalise using the same procedures as adults. While reinforcement learning models are useful for identifying biases in learning weights, they do not directly capture formal representations of others' mental states. Greater clarity on this point is needed in the discussion, or a toning down of this language.

      Additionally, a more detailed discussion of the incentives embedded in the Prisoner's Dilemma task would be valuable. In particular, the authors' interpretation of reduced adolescent cooperativeness might be reconsidered in light of the zero-sum nature of the game, which differs from broader conceptualisations of cooperation in contexts where defection is not structurally incentivised.

      Overall, I believe this work has the potential to make a meaningful contribution to the field. Its impact would be strengthened by more rigorous modelling checks and fitting procedures, as well as by framing the findings in terms of the specific game-theoretic context, rather than general cooperation.

    3. Reviewer #2 (Public review):

      Summary:

      This manuscript investigates age-related differences in cooperative behavior by comparing adolescents and adults in a repeated Prisoner's Dilemma Game (rPDG). The authors find that adolescents exhibit lower levels of cooperation than adults. Specifically, adolescents reciprocate partners' cooperation to a lesser degree than adults do. Through computational modeling, they show that this relatively low cooperation rate is not due to impaired expectations or mentalizing deficits, but rather a diminished intrinsic reward for reciprocity. A social reinforcement learning model with asymmetric learning rate best captured these dynamics, revealing age-related differences in how positive and negative outcomes drive behavioral updates. These findings contribute to understanding the developmental trajectory of cooperation and highlight adolescence as a period marked by heightened sensitivity to immediate rewards at the expense of long-term prosocial gains.

      Strengths:

      (1) Rigid model comparison and parameter recovery procedure.

      (2) Conceptually comprehensive model space.

      (3) Well-powered samples.

      Weaknesses:

      (1) A key conceptual distinction between learning from non-human agents (e.g., bandit machines) and human partners is that the latter are typically assumed to possess stable behavioral dispositions or moral traits. When a non-human source abruptly shifts behavior (e.g., from 80% to 20% reward), learners may simply update their expectations. In contrast, a sudden behavioral shift by a previously cooperative human partner can prompt higher-order inferences about the partner's trustworthiness or the integrity of the experimental setup (e.g., whether the partner is truly interactive or human). The authors may consider whether their modeling framework captures such higher-order social inferences. Specifically, trait-based models-such as those explored in Hackel et al. (2015, Nature Neuroscience)-suggest that learners form enduring beliefs about others' moral dispositions, which then modulate trial-by-trial learning. A learner who believes their partner is inherently cooperative may update less in response to a surprising defection, effectively showing a trait-based dampening of learning rate.

      (2) This asymmetry in belief updating has been observed in prior work (e.g., Siegel et al., 2018, Nature Human Behaviour) and could be captured using a dynamic or belief-weighted learning rate. Models incorporating such mechanisms (e.g., dynamic learning rate models as in Jian Li et al., 2011, Nature Neuroscience) could better account for flexible adjustments in response to surprising behavior, particularly in the social domain.

      (3) Second, the developmental interpretation of the observed effects would be strengthened by considering possible non-linear relationships between age and model parameters. For instance, certain cognitive or affective traits relevant to social learning-such as sensitivity to reciprocity or reward updating-may follow non-monotonic trajectories, peaking in late adolescence or early adulthood. Fitting age as a continuous variable, possibly with quadratic or spline terms, may yield more nuanced developmental insights.

      (4) Finally, the two age groups compared - adolescents (high school students) and adults (university students) - differ not only in age but also in sociocultural and economic backgrounds. High school students are likely more homogenous in regional background (e.g., Beijing locals), while university students may be drawn from a broader geographic and socioeconomic pool. Additionally, differences in financial independence, family structure (e.g., single-child status), and social network complexity may systematically affect cooperative behavior and valuation of rewards. Although these factors are difficult to control fully, the authors should more explicitly address the extent to which their findings reflect biological development versus social and contextual influences.

    1. Schedules ofcontingent reinforcement are also a key to the success ofrewards (materialised incentives) and often used in behav-ioral psychology circles.

      This can also be what reinforces bad behavior and causes people to start practicing a bad habit only to take themselves off of it in order to game the system

    1. ToJolliet’s claim that game animals such as bison were plen-tiful in the Illinois Country, La Salle wrote, “The buffaloare becoming scarce here since the Illinois are at war withtheir neighbors; both kill and hunt them continually.”

      La Salle begins to undermine Jolliet's findings as he was interested in using the resources himself, especially the bison hide which could make him a fortune.

    Annotators

    1. I started reading this paper with great interest, which flagged over time. As someone with extensive experience both publishing peer-reviewed research articles and working with publication data (Web of Science, Scopus, PubMed, PubMedCentral) I understand there are vagaries in the data because of how and when it was collected, and when certain policies and processes were implemented. For example, as an author starting in the late 1980s, we were instructed by the journal “guide to authors” to use only initials. My early papers were all only using initials. This changed in the mid-late 1990s. Another example, when working with NIH publications data, one knows dates like 1946 (how far back MedLine data go), 1996 (when PubMed was launched), and 2000 (when PubMedCentral was launched) and 2008 (when NIH Open Access policy enacted). There are also intermediate dates for changes in curation policy…. that underlie a transition from initials to full name in the biomedical literature.

      I realize that the study covers all research disciplines, but still I am surprised that the authors of this paper don’t start with an examination of the policies underlying publications data, and only get to this at the end of a fairly torturous study.

      As a reader, this reviewer felt pulled all over the place in this article and increasingly frustrated that this is a paper that explores the Dimensions database vagaries only and not really the core overall challenges of bibliometric data, irrespective of data source. Dimensions ingests data from multiple sources — so any analysis of its contents needs to examine those sources first.

      A few specific comments:

      • The “history of science” portion of the paper focuses on English learned societies in the 17th century. There were many other learned societies across Europe, and also “papers” (books, treatises) from long before the 17th century in Middle-eastern and Asian countries (e.g, see history of mathematics, engineering, governance and policy, etc.). These other histories were not acknowledged by the authors. Research didn’t just spring full-formed out of Zeus’ head.

      • It is unclear throughout if the authors are referring to science, research, which disciplines are or are not included. The first chart on discipinary coverage is Fig 13 and goes back to 1940ish. Also, which languages are included in the analysis? For example, Figure 2 says “academic output” but from which academies? What countries? What languages? Disciplines? Also, in Figure 2, this reviewer would have like to see discussion about the variability in the noisiness of the data over time.

      • The inclusion of gender in the paper misses the mark for this reviewer. When dealing with initials, how can one identify gender? And when working in times/societies where women had to hide their identity to be published…. how can a name-based analysis of gender be applied? If this paper remains a study of the “initial era”, this reviewer recommends removing the gender analysis.

      • Reference needed for “It is just as important to see ourselves reflected in the outputs of the research careers…” (section B).

      • Reference needed for “This period marked the emergence of “Big Science” (Section B). How do we know this is Big Science? What is the relationship with the nature of science careers? Here it would be useful perhaps to mention that postdocs were virtually unheard of before Sputnik.

      • Fig 3. This would be more effective as a % total papers than absolute #.

      • Gradual Evolution of the Scholarly Record. This reviewer would like to see proportion of papers without authors. A lot of history of science research is available for this period, and a few references here would be welcome, as well as a by-country analysis (or acknowledgement that the data are largely from Europe and/or English-speaking countries).

      • Accelerated Changes in Recent Times. Again, this reviewer would like to see reference to scholarship on the history of science. One of the things happening in the post WW2 timeframe is the increase in government spending (in the US particularly) on R&D and academic research. So, is the academy changing or is it responding to “market forces”.

      • Reflective richness of data. “Evolution of the research community” is not described in the text, not is collaborative networks.

      • In the following paragraph, one could argue that evaluation was a driver of change, not a response to it. This reviewer would like to see references here.

      • II. Methodology. (i) 2nd sentence missing “to” “… and full form to refer to an author name…”. (ii) 2nd para the authors talk about epochs, but the data could be (are) discontinuous because of (a) curation policy, (b) curation technology, (c) data sources (e.g., Medline rolled out in the 1960s and back-populated to 1946). (iii) 4th para referes to Figs 3 and 4 showing a marked change between 1940 and 1950, but Fig 3 goes back only to 1960, and Fig 4 is so compressed it is hard to see anything in that time range. (iv) Para 7. “the active publishing community is a reasonable proxy for the global research population”. We need a reference here and more analysis. Is this Europe? English language? Which disciplines? All academia? Dimensions data? (v) Para 12 “In exploring the issue of gender…” see comments above. Gender is an important consideration but is out of scope, in this reviewer’s opinion, for this paper focused on use of initials vs. full name.

      • Listing 1. Is there a resolvable URL/DOI for this query?

      • Figs 9-11, 14, 15. This reviewer would like to see a more fulsome examination / discussion of data discontinuities. Particularly around ~1985-2000.

      Discussion

      • The country-level discussion suggests the data (publications included) are only those that have been translated into English. Please clarify. Also, please add references in this section. There are a lot of bold statements, such as “A characteristic of these countries was the establishment of strong national academies.” Is this different from other places in the world? How? In the para before this statement, there is a phrase “picking out Slavonic stages” that is not clear to this reviewer.

      • The authors seem to get ahead of themselves talking about “formal” and “informal” in relation to whether initials or full names are used. And then discuss the “Power Distance” and end up arguing that it isn’t formal/informal … but rather publisher policies and curation practices driving the initial era and its end.

      • And then the authors come full circle on research articles being a technology, akin to a contract. Which is neat and useful. But all the intermediate data analysis is focused on the Dimensions data base and this reviewer would argue should be a part of the database documentation rather than a scholarly article.

      • This reviewer would prefer this paper be focused much more tightly on how publishing technology can and has driven the sociology of science. Dig more into the E. Journal Analysis and F. Technological analysis. Stick with what you have deep data for, and provide us readers with a practical and useful paper that maybe, just maybe, publishers will read and be incentivized to up their game with respect to adoption of “new” technologies like ORCID, DOIs for data, etc. Because these papers are not just expositions on a disciplinary discourse, they are also a window into how science (research) works and is done.

    1. In the late 1990s, there was a thriving GlassBeadGame scene in the Seattle area. The local GBG workshop was called the Bamboo Garden after the "Bamboo Grove", the hermitage where Joseph Knecht studied the I Ching in TheNovel). Each member of the Bamboo Garden had an idiosyncratic version/vision of the Game.

      setup...

    1. The girl began to laugh, enjoying the game, I imagine. So how many turtlesare there? she wanted to know. The storyteller shrugged. No one knowsfor sure, he told her, but it’s turtles all the way down.

      This line is funny but also deep. The question has no real answer, but the idea keeps going and going. It shows us how Indigenous stories don't always work the same way as scientific ones. They focus more on connection and wonder rather than trying to prove something.

    1. Introduction Welcome to “A Beginner's Guide to Information Literacy,” a step-by-step guide to understanding information literacy concepts and practices. This guide will cover each frame of the "Framework for Information Literacy for Higher Education," a document created by the Association of College and Research Libraries (ACRL) to help educators and librarians think about, teach, and practice information literacy. The goal of this guide is to break down the basic concepts in the Framework and put them in accessible, digestible language so that we can think critically about the information we're exposed to in our daily lives. To start, let's look at the ACRL definition of information literacy, so we have some context going forward: Information Literacy is the set of integrated abilities encompassing the reflective discovery of information, the understanding of how information is produced and valued, and the use of information in creating new knowledge and participating ethically in communities of learning. Boil that down and what you have are the essentials of information literacy: asking questions, finding information, evaluating information, creating information, and doing all of that responsibly and ethically. We'll be looking at each of the Frames alphabetically, since that's how they are presented in the Framework. None of these Frames is more important than another, and all need to be used in conjunction with the others, but we have to start somewhere, so alphabetical it is! In order, the frames are: Authority is Constructed and Contextual Information Creation as a Process Information Has value Research as Inquiry Scholarship as Conversation Searching as Strategic Exploration Just because we're laying this out alphabetically does not mean you have to go through it in order. Some of the sections reference Frames previously mentioned, but for the most part you can jump to wherever you like and use this guide however you see fit! You can also open up the Framework using the link above or in the attached resources to read the Framework in its original form and follow along with each section. The following sections originally appeared as blog posts for the Texas A&M- Corpus Christi's library blog. Edits have been made to remove institutional context, but you can see the original posts in the Mary and Jeff Bell Library blog archives. Authority is Constructed and Contextual The first frame is Authority is Constructed and Contextual. There's a lot to unpack in that language, so let's get started.

      Start with the word "Authority." At the root of “Authority” is the word Author. So start there: who wrote the piece of information you’re reading? Why are they writing? What stake do they have in the information they’re presenting? What are their credentials (you can straight up google their name to learn more about them)? Who are they affiliated with? A public organization? A university? A company trying to make a profit? Check it out.

      Now let's talk about how authority is "Constructed." Have you ever heard the phrase “social construct”? Some people say gender is a social construct or language, written and spoken, is a construct. “Constructed” basically means humans made it up at some point to instill order in their communities. It’s not an observable, scientifically inevitable fact. When we say “authority” is constructed, we’re basically saying that we as individuals and as a society choose who we give authority to, and sometimes we might not be choosing based on facts.<br /> A common way of assessing authority is by looking at an author’s education. We’re inclined to trust someone with a PhD over someone with a high school diploma because we think the person with a PhD is smarter. That’s a construct. We’re conditioned to think that someone with more education is smarter than people with less education, but we don't know it for a fact. There are a lot of reasons someone might not seek out higher education. They might have to work full time, or take care of a family, or maybe they just never wanted to go to college. None of these factors impact someone’s intelligence or ability to think critically. If aliens land on South Padre Island, TX, there will be many voices contributing to the information collected about the event. Someone with a PhD in astrophysics might write an article about the mechanical workings of the aliens’ spaceship. Cool, they are an authority on that kind of stuff, so I trust them. But the teenager who was on the island and watched the aliens land has first-hand experience of the event, so I trust them too. They have authority on the event even though they don’t have a PhD in astrophysics. So we cannot think someone with more education is inherently more trustworthy, or smarter, or has more authority than anyone else. Some people who are authorities on a subject are highly educated, some are not. Likewise, let’s say I film the aliens landing and stream it live on Facebook. At the same time, a police officer gives an interview on the news that says something contradicting my video evidence. All of a sudden, I have more authority than the police officer. Many of us are raised to trust certain people automatically based on their jobs, but that’s also a construct. The great thing about critical thinking is that we can identify what is fact and fiction, and we can decide for ourselves who to trust.

      The final word is "Contextual." This one is a little simpler. If I go to the hospital and a medical doctor takes out my appendix, I’ll probably be pretty happy with the outcome. If I go to the hospital and Dr. Jill Biden, a professor of English, takes out my appendix, I’m probably going to be less happy with the results. Medical doctors have authority in the context of medicine. Dr. Jill Biden has authority in the context of education. And Doctor Who has authority in the context of inter-galactic heroics and nice scarves. This applies when we talk about experiential authority, too. If an 8th grade teacher tells me what it’s like to be a 4th grade teacher, I will not trust their authority. I will, however, trust a 4th grade teacher to tell me about teaching 4th grade.

      The Takeaway: Basically, when we think about Authority, we need to ask ourselves, “Do I trust them? Why?” If they do not have experience with the subject (like witnessing an event or holding a job in the field) or subject expertise (like education or research), then maybe they aren’t an authority after all. P.S. I'm sorry for the uncalled-for dig, Dr. Biden. I’m sure you’d do your best with an appendectomy.

      Ask Yourself In what context are you an authority? If you needed to figure out how to do a kickflip on a skateboard, who would you ask? Who's an authority in that situation? Information Creation as a Process The second Frame is "Information Creation as a Process."

      Information Creation So first of all, let’s get this out of the way: Everyone is a creator of information. When you write an essay, you’re creating information. When you log the temperature of the lizard tank, you’re creating information. Every Word Doc, Google Doc, survey, spreadsheet, Tweet, and PowerPoint that you’ve ever had a hand in? All information products. That YOU created. In some way or another, you created that information and put it out into the world.

      Processes One process you’re probably familiar with if you're a student is the typical “Research Paper.” You know your professor wants about five to eight pages consisting of an introduction that ends in a thesis statement, a few paragraphs that each touch on a piece of evidence that supports your thesis, and then you end in a conclusion paragraph which starts with a rephrasing of your thesis statement. You save it to your hard drive or Google Drive and then you submit it to your professor. This is one process for creating information. It’s a boring one, but it’s a process.<br /> Outside of the classroom, the information creation process looks different, and we have lots of choices to make. Once of the choice you’ll need to make is the mode or format in which you present information. The information I’m creating right now comes to you in the mode of an Open Educational Resource. Originally, I created these sections as blog posts. Those five-page essays I mentioned earlier are in the mode of essays. When you create information (outside of a course assignment), it’s up to you how to package that information. It might feel like a simple or obvious choice, but some information is better suited to some forms of communication. And some forms of communication are received in a certain way, regardless of the information in them. For example, if I tweet “Jon Snow knows nothing,” it won’t carry with it the authority of my peer-reviewed scholarly article that meticulously outlines every instance in which Jon Snow displays a lack of knowledge. Both pieces of information are accurate, but the processes I went through to create and disseminate the information have an effect on how the information is received by my audience. And that is perhaps the biggest thing to consider when creating information: your audience.

      The Audience Matters If I just want my twitter followers to know Jon Snow knows nothing, then a tweet is the right way to reach them. If I want my tenured colleagues and other various scholars to know Jon Snow knows nothing then I’m going to create a piece of information that will reach them, like a peer-reviewed journal article. Often, we aren’t the ones creating information, we're the audience members ourselves. When we're scrolling on Twitter, reading a book, falling asleep during a PowerPoint presentation-- we're the audience observing the information being shared. When this is the case, we have to think carefully about the ways information was created. Advertisements are a good example. Some are designed to reach a 20-year old woman in Corpus Christi through Facebook, while others are designed to reach a 60-year old man in Hoboken, NJ over the radio. They might both be selling the same car, and they’re going to put the same information (size, terrain, miles per gallon, etc.) in those ads, but their audiences are different, so their information creation process is different, and we end up with two different ads for different audiences.

      Be a Critical Audience Member When we are the audience member, we might automatically trust something because it’s presented a certain way. I know that, personally, I’m more likely to trust something that is formatted as a scholarly article than I am something that is formatted as a blog. And I know that that's biased thinking and it's a mistake to make that assumption. It's risky to think like that for a couple of reasons: Looks can be deceiving. Just because someone is wearing a suit and tie doesn’t mean they’re not an axe murderer and just because something looks like a well-researched article, doesn’t mean it is one. Automatic trust unnecessarily limits the information we expose ourselves to. If I only ever allow myself to read peer-reviewed scholarly articles, think of all the encyclopedias and blogs and news articles I’m missing out on! If I have a certain topic I’m really excited about, I’m going to try to expose myself to information regardless of the format and I’ll decide for myself (#criticalthinking) which pieces of information are authoritative and which pieces of information suit my needs. Likewise, as I am conducting research and considering how best to share my new knowledge, I’m going to consider my options for distributing this newfound information and decide how best to reach my audience. Maybe it’s a tweet, maybe it’s a Buzzfeed quiz, or maybe it’s a presentation at a conference. But whatever mode I choose will also convey implications about me, my information creation process, and my audience.

      The Takeaway You create information all of the time. The way you package and share it will have an effect on how others perceive it.

      Ask Yourself Is there a form of information you're likely to trust at first glance? Either a publication like a newspaper or a format like a scholarly article? Can you think of some voices that aren't present in that source of information? Where might you look to find some other perspectives? If you read an article written by medical researchers that says chocolate is good for your health, would you trust the article? Would you still trust their authority if you found out that their research was funded by a company that sells chocolate bars? Funding and stakeholders have an impact on the creation process, and it's worth thinking about how this can compromise someone's authority.

      Information Has Value Onwards and upwards! We're onto Frame 3: Information Has Value.

      What Counts as Value? There are a lot of different ways we value things. Some things, like money, are valuable to us because we can exchange them for goods and services. On the other hand, some things, like a skill, are valuable to use because we can exchange them for money (which we exchange for more goods and services). Some things are valuable to us for sentimental reasons, like a photograph or a letter. Some things, like our time, are valuable because they are finite.

      The Value of Information Information has all different kinds of value.<br /> One kind is monetary. If I write a book and it gets published, I’m probably going to make some money off of that (though not as much money as the publishing company will make). So that’s valuable to me. But I’m also getting my name out into the world, and that’s valuable to me too. It means that when I apply for a job or apply for a grant, someone can google me and think, “Oh look! She wrote a book! That means she has follow-through and will probably work hard for us!” That kind of recognition is a sort of social value. That social value, by the way, can also become monetary value. If I’ve produced information, a university might give me a job, or an organization might fund my research. If I’ve invented a machine that will floss my teeth for me, the patent for my invention could be worth a lot of money (plus it'd be awesome. Cool factor can count as value.). In a more altruistic slant, information is also valuable on a societal level. When we have more information about political candidates, for example, it influences how we vote, who we elect, and how our country is governed. That’s some really valuable information right there. That information has an effect on the whole world (plus outer space, if we elect someone who’s super into space exploration). If someone is trying to keep information hidden or secret, or if they’re spreading misinformation to confuse people, it’s probably a sign that the information they’re hiding is important, which is to say, valuable. On a much smaller scale, think about the information on food packages. If you’re presented with calorie counts, you might make a different decision about the food you buy. If you’re presented with an item’s allergens, you might avoid that product and not end up in an Emergency Room with anaphylactic shock. You know what’s super valuable to me? NOT being in an Emergency Room! But if you do end up in the Emergency Room, the information that doctors and nurses will use to treat your allergic reaction is extremely valuable. That value of that information is equal to the lives it’s saved.

      Acting Like Information is Valuable When we create our own information by writing papers and blog posts and giving presentations, it’s really important that we give credit to the information we’ve used to create our new information product for a couple of reasons. First, someone worked really hard to create something, let’s say an article. And that article’s information is valuable enough to you to use in your own paper or presentation. By citing the author properly, you’re giving the author credit for their work which is valuable to them. The more their article is cited, the more valuable it becomes because they’re more likely to get scholarly recognition and jobs and promotions. Second, by showing where you’re getting your information, you’re boosting the value of your new information product. On the most basic level, you’ll get a higher grade on your paper which is valuable to you. But you’re also telling your audience, whether it’s your professor or your boss or your YouTube subscribers, that you aren’t just making stuff up—you did the work of researching and citing, and that makes your audience trust you more. It makes the audience value your information more. Remember early on when I said the frames all connect? "Information Has Value" ties into the other information literacy frames we've talked about, "Information Creation as a Process" and "Authority as Constructed and Contextual." When I see you’ve cited your sources of information, then I, as the audience, think you’re more authoritative than someone who doesn’t cite their sources. I also can look at your information product and evaluate the effort you’ve put into it. If you wrote a tweet, which takes little time and effort, I’ll generally value it less than if you wrote a book, which took a lot of time and effort to create. I know that time is valuable, so seeing that you were willing to dedicate your time to create this information product makes me feel like it’s more valuable.

      The Takeaway: Information is valuable because of what goes into its creation (time and effort) and what comes from it (an informed society). If we didn’t value information, we wouldn’t be moving forward as a society, we’d probably have died out thousands of years ago as creatures who never figured out how to use tools or start a fire. So continue to value information, because it improves your life, your audiences’ lives, and the lives of other information creators. More importantly, if we stop valuing information a smarter species will eventually take over and it’ll be a whole Planet of the Apes thing and I just don't have the energy for that right now.

      Ask Yourself Can you think of some ways in which a YouTube video on dog training has value? Who values it? Who profits from it? Think of some information that would be valuable to someone applying to college. What does that person need to know?

      Research as Inquiry Easing on down the road, we've come to frame number 4: Research as Inquiry. Inquiry is another word for curiosity or questioning. I like to think of this frame as "Research as Curiosity," because I think it more accurately captures the way our adorable human brains work.

      Inquiring Minds Want to Know When you think to yourself, “How old is Madonna?” and you google it to find out she’s 62 (as of the creation of this resource), that’s research! You had a question (how old is Madonna?), you applied a search strategy (googling “Madonna age”) and you found an answer (62). That’s it! That’s all research has to be! But it’s not all research can be. This example, like most research, is comprised of the same components we use in more complex situations. Those components are: a question and an answer, Inquiry and Research, “how old is Madonna?” and "62." But when we’re curious, we go back to the inquiry step again and ask more questions and seek more answers. We’re never really done, even when we’ve answered the initial question and written the paper and given the presentation and received accolades and awards for all our hard work. If it’s something we’re really curious about, we’ll keep asking and answering and asking again. If you’re really curious about Madonna, you don’t just think, “How old is Madonna?” You think “How old is Madonna? Wait, really? Her skin looks amazing! What’s her skincare routine? Seriously, what year was she born? Oh my god, she wrote children’s books! Does my library have any?” Your questions lead you to answers which, when you’re really interested in a topic, lead you to more and more questions. Humans are naturally curious, we have this sort of instinct to be like, “huh, I wonder why that is?” and it’s propelled us to learn things and try things and fail and try again! It’s all Research as Inquiry. And to satisfy your curiosity, yes, the library I currently work at does own one of Madonna’s children’s books. It’s called The Adventures of Abdi and you can find it in our Juvenile Collection on the second floor at PZ8 M26 Adv 2004. And you can find a description of her skincare routine in this article from W Magazine: https://www.wmagazine.com/story/madonna-skin-care-routine-tips-mdna. You’re welcome.

      Identifying an Information Need One of the tricky parts of Research as Inquiry is determining a situation’s information need. It sounds simple to ask yourself, “What information do I need?” and sometimes we do it unconsciously. But it’s not always easy. Here are a few examples of information needs: You need to know what your niece’s favorite Paw Patrol character is so you can buy her a birthday present. Your research is texting your sister. She says, “Everest.” And now you’re done. You buy the present, you're a rock star at the birthday party. Your information need was a short answer based on a 3-year old’s opinion. You’re trying to convince someone on twitter that Nazis are bad. You compile a list of opinion pieces from credible news publications like the Wall Street Journal and the New York Times, gather first-hand narratives of Holocaust survivors and victims of hate crimes, find articles that debunk eugenics, etc. Your information need isn’t scholarly publications, it’s accessible news and testimonials. It’s articles a person might actually read in their free time, articles that aren’t too long and don’t require access to scholarly materials that are sometimes behind paywalls. You need to write a literature review for an assignment, but you don’t know what a literature review is. So first you google “literature review example.” You find out what it is, how one is created, and maybe skim a few examples. Next, you move to your library's website and search tool and try “oceanography literature review,” and find some closer examples. Finally, you start conducting research for your own literature review. Your information need here is both broader and deeper. You need to learn what a literature review is, how one is compiled, and how one searches for relevant scholarly articles in the resources available to you. Sometimes it helps to break down big information needs into smaller ones. Take the last example, for instance: you need to write a literature review. What are the smaller parts? Information Need 1: Find out what a literature review is Information Need 2: Find out how people go about writing literature reviews Information Need 3: Find relevant articles on your topic for your own literature review It feels better to break it into smaller bits and accomplish those one at a time. And it highlights an important part of this frame that’s surprisingly difficult to learn: ask questions. You can’t write a literature review if you don’t know what it is, so ask. You can’t write a literature review if you don’t know how to find articles, so ask. The quickest way to learn is to ask questions. Once you stop caring if you look stupid, and once you realized no one thinks poorly of people who ask questions, life gets a lot easier. So let’s add this to our components of research: ask a question, determine what you need in order to thoroughly answer the question, and seek out your answers. Not too painful, and when you’re in love with whatever you’re researching, it might even be fun.

      The Takeaway When you have a question, ask it. When you’re genuinely interested in something, keep asking questions and finding answers. When you have a task at hand, take a second to think realistically about the information you’ll need to accomplish that task. You don’t need a peer-reviewed article to find out if praying mantises eat their mates, but you might if you want to find out why.

      Ask Yourself What's the last thing you looked up on Wikipedia? Did you stop when you found an answer, or did you click on another link and another link until you learned about something completely different? If you can't remember, try it now! Search for something (like a favorite book or tv show) and click on linked words and phrases within Wikipedia until you learn something new! What was the last thing you researched that you were really excited about? Do you struggle when teachers and professors tell you to "research something that interests you"? Instead, try asking yourself, "What makes me really angry?" You might find you have more interests than you realized!

      Scholarship as Conversation We've made it friends! My favorite frame: Scholarship as Conversation. Is it weird to have a favorite frame of information literacy? Probably. Am I going to talk about it anyway? You betcha!

      What does "Scholarship as Conversation" mean? Scholarship as conversation refers to the way scholars reference each other and build off of one another’s work, just like in a conversation. Have you ever had a conversation that started when you asked someone what they did last weekend and ended with you telling a story about how someone (definitely not you) ruined the cake at your mom's dog's birthday party? And then someone says, “but like I was saying earlier…” and they take the conversation back to a point in the conversation where they were reminded of a different point or story? Conversations aren’t linear, they aren’t a clear line to a clear destination, and neither is research. When we respond to the ideas and thoughts of scholars, we’re responding to the scholars themselves and engaging them in conversation.

      Why do I Love this Frame so Much? Let me count the ways. Reason 1 I really enjoy the imagery of scholarship as a conversation among peers. Just a bunch of well-informed curious people coming together to talk about something they all love and find interesting. I imagine people literally sitting around a big round table talking about things they’re all excited about and want to share with each other! It’s a really lovely image in my head. Eventually the image kind of reshapes and devolves into that painting of dogs playing poker, but I love that image too! Reason 2 It harkens back to pre-internet scholarship, which sound excruciating and exhausting, but it was all done for the love of a subject! Scholars used to literally mail each other manuscripts seeking feedback. Then, when they got an article published in a journal, scholars interested in the subject would seek out and read the article in the physical journal it was published in. Then they’d write reviews of the article, praising or criticizing the author’s research or theories or style. As the field grew, more and more people would write and contribute more articles to criticize and praise and build off of one another. So for example, if I wrote an article that was about Big Foot and then Joe wrote an article saying, “Emily’s article on Big Foot is garbage, here’s what I think about Big Foot,” Sam and I are now having a conversation. It’s not always a fun one, but we’re writing in response to one another about something we’re both passionate about. Later, Jaiden comes along and disagrees with Joe and agrees with me (because I’m right) and they cite both me and Joe. Now we’re all three in a conversation. And it just grows and grows and more people show up at the table to talk and contribute, or maybe just to listen. Reason Three You can roll up to the table and just listen if you want to. Sometimes we’re just listening to the conversation. We’re at the table, but we’re not there to talk. We’re just hoping to get some questions answered and learn from some people. When we’re reading books and articles or listening to podcasts or watching movies, we’re listening to the conversation. You don’t have to do groundbreaking research to be part of a conversation. You can just be there and appreciate what everyone’s talking about. You're still there in the conversation. Reason Four You can contribute to the conversation at any time. The imagery of a conversation is nice because it’s approachable, just pull up a chair and start talking. With any new subject, you should probably listen a little at first, ask some questions, and then start giving your own opinion or theories, but you can contribute at any time. Since we do live in the age of internet research, we can contribute in ways people 50 years ago never dreamed of! Besides writing essays in class (which totally counts because you’re examining the conversation and pulling in the bits you like and citing them to give credit to other scholars), you can talk to your professors and friends about a topic, you can blog about it, you can write articles about it, you can even tweet about it (have you ever seen Humanities folk on Twitter? They go nuts on there having actual, literal scholarly conversations). Your ways for engaging are kind of endless! Reason Five Yep, I'm listing reasons. Conversations are cyclical. Like I said above, they're not always a straight path and that’s true of research too. You don’t have to engage with who spoke most recently, you can engage with someone who spoke ten years ago, someone who spoke 100 years ago, you can respond to the person who started the conversation! Jump in wherever you want. And wherever you do jump in, you might just change the course of the conversation. Because sometimes we think we have an answer, but then something new is discovered or a person who hadn’t been at the table or who had been overlooked says something that drastically impacts what we knew, so now we have to reexamine it all over again and continue the conversation in a trajectory we hadn’t realized was available before. Reason Six Lastly, this frame is about sharing and responding and valuing one another’s work. If Joe, my Big Foot nemesis, responds to my article, they're going to cite me. If Jaiden then publishes a rebuttal, they're going to cite both Joe and me, because fair is fair. This is for a few reasons: 1) even if Jaiden disagrees with Joe’s work, they respect that Joe put effort into it and it’s valuable to them. 2) When Jaiden cites Joe, it means anyone who jumps into the conversation at the point of Jaiden's article will be able to backtrack and catch up using Jaiden's citations. A newcomer can trace it back to Joe’s article and trace that back to mine. They can basically see a transcript of the whole conversation so they can read Jaiden’s article with all of the context, and they can write their own well-informed piece on Big Foot.

      The Takeaway There’s a lot to take away from this frame, but here’s what I think is most important: Be respectful of other scholars’ work and their part in the conversation by citing them. Start talking whenever you feel ready, in whatever platform you feel comfortable. And finally, make sure everyone who wants to be at the table is at the table. This means making sure information is available to those who want to listen and making sure we lift up the voices that are at risk of being drowned out.

      Ask Yourself What scholarly conversations have you participated in recently? Is there a Reddit forum you look in on periodically to learn what's new in the world of cats wearing hats? Or a Facebook group on roller skating? Do you contribute or just listen?<br /> Think of a scholarly conversation surrounding a topic-- sharks, ballet, Game of Thornes. Who's not at the table? Whose voice is missing from the conversation? Why do you think that is?

      Searching as Strategic Exploration You've made it! We've reached the last frame: Searching as Strategic Exploration. “Searching as Strategic Exploration” addresses the part of information literacy that we think of as “Research.” It deals with the actual task of searching for information, and the word “Exploration” is a really good word choice, because it’s evocative of the kind of struggle we sometimes feel when we approach research. I imagine people exploring a jungle, facing obstacles and navigating an uncertain path towards an ultimate goal (note: the goal is love and it was inside of us all along). I also kind of imagine all the different Northwest Passage explorations, which were cool in theory, but didn’t super-duper work out as expected. But research is like that! Sometimes we don’t get where we thought we were headed. But the good news is this: You probably won’t die from exposure or resort to cannibalism in your research. Fun, right?

      Step 1: Identify a Goal The first part of any good exploration is identifying a goal. Maybe it’s a direct passage to Asia or the diamond the old lady threw into the ocean at the end of Titanic. More likely, the goal is to satisfy an information need. Remember when we talked about "Research as Inquiry?" All that stuff about paw patrol and Madonna's skin care regimen? Those were examples of information needs. We’re just trying to find an answer or learn something new. So great! Our goal is to learn something new. Now we make a strategy.

      Step 2: Make a Strategy For many of your information needs you might just need to Google a question. There’s your strategy: throw your question into Google and comb through the results. You might limit your search to just websites ending in .org, .gov, or .edu. You might also take it a step further and, rather than type in an entire question fully formed, you just type in keywords. So “Who is the guy who invented mayonnaise?” becomes “mayonnaise inventor.” Identifying keywords is part of your strategy and so is using a search engine and limiting the results you’re interested in.

      Step 3: Start Exploring Googling “mayonnaise inventor” probably brings you to Wikipedia where we often learn that our goals don’t have a single, clearly defined answer. For example, we learn that mayonnaise might have gotten its name after the French won a battle in Port Mahon, but that doesn't tell us who actually made the mayonnaise, just when it was named. Prior to being named, the sauce was called “aioli bo” and was apparently in a Menorcan recipe book from 1745 by Juan de Altimiras. That’s great for Altimiras, but the most likely answer is that mayonnaise was invented way before him and he just had the foresight to write down the recipe. Not having a single definite answer is an unforeseen obstacle tossed into our path that now affects our strategy. We know we have a trickier question than when we first set sail. But we have a lot to work with! We now have more keywords like Port Mahon, the French, and Wikipedia taught us that the earliest known mention of “mayonnaise” was in 1804, so we have 1804 as a keyword too. Let’s see if we can find that original mention. Let’s take our keywords out of Wikipedia where we found them and voyage to a library's website! At my library we have a tool that searches through all of our resources. We call it the "Quick Search." You might have a library available to you, either at school, on a University's campus, or a local public library. You can do research in any of these places! So into the Quick Search tool (or whatever you have available to you) go our keywords: 1804, mayonnaise, and France. The first result I see is an e-book by a guy who traveled to Paris in 1804, so that might be what we’re looking for. I search through the text and I do, in fact, find a reference to mayonnaise on page 99! The author (August von Kotzebue) is talking about how it’s hard to understand menus at French restaurants, for “What foreigner, for instance, would at first know what is meant by a mayonnaise de poulet, a galatine de volaille, a cotelette a la minute, or even an epigramme d’agneau?” He then goes on to recommend just ordering the fish, since you’ll know what you’ll get (Kotzebue, 99).<br /> So that doesn't tell us who invented mayonnaise, but I think it's pretty funny! So I’d call that detour a win.

      Step 4: Reevaluate When we hit ends that we don’t think are successful, we can always retrace our steps and reevaluate our question. Dead ends are a part of exploration! We’ve learned a lot, but we’ve also learned that maybe “who invented mayonnaise?” isn’t the right question. Maybe we should ask questions about the evolution of French cuisine or about ownership of culinary experimentation. I’m going to stick with the history or mayonnaise, for just a little while longer, but my “1804 mayonnaise france” search wasn’t as helpful as I’d hoped, so I’ll try something new. Let’s try looking at encyclopedias. I searched in a database called Credo Reference (which is a database filled with encyclopedia entries) and just searching “mayonnaise.” I can see that the first entry, “Minorca or Menorca” from The Companion to British History, doesn’t initially look helpful, but we’re exploring, so let’s click on it! It tells us that Mayonnaise was invented in 1756 by a French commander’s cook and its name comes from Port Mahon where the French fended off the British during a siege (Arnold-Baker, 2001). That’s awesome! It’s what Wikipedia told us! But let’s corroborate that fact. I click on The Hutchinson Chronology of World History entry for 1756 which says mayonnaise was invented in France in 1756 by the duc de Richelieu (Helicon, 2018). I’m not sure I buy it. I could see a duke’s cook inventing mayonnaise, but I have a hard time imagining a duke and military commander taking the time to create a condiment.<br /> But now I can go on to research the duc de Richelieu and his military campaigns and his culinary successes! Just typing “Duke de Richelieu” into the library’s Quick Search shows me a TON of books (16,742 as of writing this) on his life and he influence on France. So maybe now we’re actually exploring Richelieu or the intertwined history of French cuisine and the lives of nobility.

      What Did We Just Do? Our strategy for exploring this topic has had a lot of steps, but they weren't random. It was a wild ride, but it was a strategic one. Let’s break the steps down real quick: We asked a question or identified a goal We identified keywords and googled them We learned some background information and got new keywords from Wikipedia and had to reevaluate our question We followed a lead to a book but hit a dead end when it wasn’t as useful as we’d hoped We identified an encyclopedia database and found several entries that support the theory we learned in Wikipedia which forced us to reevaluate our question again We identified a key player in our topic and searched for him in the library’s Quick Search tool and the resources we found made us reevaluate our question yet again! Other strategies could include looking through an article’s reference list, working through a mind map, outlining your questions, or recording your steps in a research log so you don’t get lost-- whatever works for you!

      The Takeaway Exploration is tricky. Sometimes you circle back and ask different questions as new obstacles arise. Sometimes you have a clear path and you reach your goal instantly. But you can always retrace your steps, try new routes, discover new information, and maybe you’ll get to your destination in the end. Even if you don't, you've learned something. For instance, today we learned that if you can’t understand a menu in French, you should just order the fish.

      Ask Yourself Where do you start a search for information? Do you start in different places when you have different information needs? If your research questions was, "What is the impact of fast fashion on carbon emissions?" what keywords would you use to start searching?

      Wrap Up The Framework for Information Literacy in Higher Education is heck of a document. It's complicated, its frames intertwine, it's written in a way that can be tricky to understand. But essentially, it's just trying to get us to understand that the ways we interact with information are complicated and we need to think about our interactions to make sure we're behaving in an ethical and responsible way. Why do your professors make you cite things? Because those citations are valuable to the original author, and they prove your engagement with the scholarly conversation. Why do we need to hold space in the conversation for voices that we haven't heard from before? Because maybe no one recognized the authority in those voices before. The old process for creating information shut out lots of voices while prioritizing others. It's important for us to recognize these nuances when we see what information is available to us and important for us to ask, "whose voice isn't here? why? am I looking hard enough for those voices? can I help amplify them?" And it's important for us to ask, "why is the loudest voice being so loud? what motivates them? why should I trust them over others?" When we think critically about the information we access and the information we create and share, we're engaging as citizens in one big global conversation. Making sure voices are heard, including your own voice, is what moves us all towards a more intelligent and understanding society. Of course, part of thinking critically about information means thinking critically about both this Guide and the Framework. Lots of people have criticized the Framework for including too much library jargon. Other folks think the Framework needs to be rewritten to explicitly address how information seeking systems and publishing platforms have arisen from racist, sexist institutions. We won’t get into the criticisms here, but they're important to think about. You can learn more about the criticism of the Framework in a blog post by Ian Beilin, or you can do your own search for criticism on the Framework to see what else is out there and form your own opinions.

      The Final Takeaway Ask questions, find information, and ask questions about that information.

    1. fluke

      fluke

      English Explanation

      The term "fluke" has several meanings based on its context. Here are the most common interpretations:

      1. Scientific Definition: In biology, a "fluke" refers to a type of flatworm belonging to the class Trematoda. These organisms often live as parasites in the bodies of various hosts, including humans, where they can cause diseases.

      2. Colloquial Use: In everyday language, "fluke" is used to describe a fortunate occurrence that happens by chance. For example, if someone wins a game by an unexpected move or score, it might be considered a "fluke," implying that the outcome was not expected or was somewhat accidental.

      3. Fishing Term: In fishing terminology, a "fluke" can refer to a type of fish, specifically the summer flounder, which is known for its flat body and is a popular target for sport fishermen.

      Overall, the word "fluke" captures the idea of an unexpected or unusual occurrence, whether in nature, conversation, or specific hobbies like fishing.


      中文解释

      “fluke”这个词根据不同的语境有几种含义。以下是最常见的解释:

      1. 科学定义:在生物学中,“fluke”指的是一种属于扁形虫门(Trematoda)的扁虫。这些生物通常作为寄生虫寄居在各种宿主的体内,包括人类,并且可能引起疾病。

      2. 口语用法:在日常语言中,“fluke”用来形容偶然发生的幸运事件。例如,如果某人通过意外的举动或得分赢得了比赛,这可能被视为一个“fluke”,暗示结果并不是预期的,或者说有些意外。

      3. 钓鱼术语:在钓鱼术语中,“fluke”可以指一种鱼,具体来说,就是夏季比目鱼(summer flounder),这种鱼以其扁平的身体而闻名,是运动钓鱼者的热门目标。

      总的来说,“fluke”这个词传达了一个意外或不寻常发生的事件的概念,无论是在自然界、日常对话,还是特定的爱好(如钓鱼)中。

    2. Tit for Tat,

      Tit for Tat,

      Excerpt Explanation in English

      "Tit for Tat" is a strategy often discussed in the context of game theory, particularly in the study of cooperation and conflict. It describes a situation in which one individual responds to the actions of another with a similar action. If the other party cooperates, the response will also be cooperative. Conversely, if the other party acts in an uncooperative or hostile manner, the response will mirror that behavior.

      This strategy is simple but effective in encouraging mutual cooperation, especially in repeated interactions. It fosters a sense of fairness because it rewards cooperation and punishes betrayal. "Tit for Tat" has been shown to be successful in various scenarios, including economic transactions, social dilemmas, and biological contexts.

      Excerpt Explanation in Chinese

      “以牙还牙”是一种通常在博弈论的背景下讨论的策略,特别是在合作与冲突的研究中。它描述了一种情况,即一个个体以类似的行为回应另一个个体的行动。如果对方合作,回应也将是合作性的。反之,如果对方表现出非合作或敌对的行为,回应也会反映出这种行为。

      这种策略简单却有效,能够在反复的交互中鼓励相互合作。它培养了一种公平感,因为它奖励合作并惩罚背叛。“以牙还牙”在各种场景中被证明是成功的,包括经济交易、社会困境和生物学背景。

    3. jackpot

      jackpot

      English Explanation:

      The term "jackpot" commonly refers to a large prize or sum of money that is won in a game of chance, particularly in gambling contexts such as slot machines or lottery games. When someone hits the jackpot, it often means they have won a significant amount of money, usually the highest possible prize in that particular game. The term can also be used metaphorically to indicate a major success or a sudden stroke of good luck in any context outside of gambling. For example, someone might say they hit the jackpot in their career after receiving a prestigious job offer or a promotion.

      Chinese Explanation:

      “jackpot”这个词通常指的是在机会游戏(特别是在赌博场合,如老虎机或彩票游戏)中赢得的大笔奖金或金额。当有人“中头奖”时,通常意味着他们赢得了大量的钱,通常是该游戏中可能获得的最高奖金。这个词也可以用作隐喻,表示在赌博之外的任何情况下的重大成功或突如其来的好运。例如,有人可能会说自己在职业生涯中“中头奖”,因为他们获得了一个有声望的工作机会或晋升。

    4. the ramifications of this beguiling game.

      the ramifications of this beguiling game.

      Certainly! Let's break down the excerpt "the ramifications of this beguiling game."

      English Explanation

      1. Ramifications: This term refers to the consequences or outcomes that result from a particular action or decision. It suggests that there are multiple layers to consider, indicating that the results may be complex and far-reaching.

      2. Beguiling: This adjective is used to describe something that is charming or enchanting, often in a deceptive way. It indicates that the game in question possesses qualities that are alluring and may draw people in, but there could be underlying issues or complexities that are not immediately apparent.

      3. Game: In this context, "game" could refer to a literal game, such as a board game or video game, or it could be a metaphorical game, representing strategies, interactions, or dynamics in social contexts, politics, economics, etc.

      Putting it all together, the phrase suggests a need to carefully consider the complex consequences stemming from a captivating (but possibly deceptive) activity or scenario. The intriguing nature of the game catches attention, but it also implies that there are significant and perhaps unforeseen effects that need to be acknowledged.

      Chinese Explanation

      1. Ramifications (后果): 这个词指的是某个行动或决策所带来的结果或影响。它暗示了需要考虑多个层面的后果,这些结果可能是复杂并且影响深远的。

      2. Beguiling (迷人的): 这个形容词用来描述某种迷人或令人着迷的事物,往往带有欺骗的意味。它表明这个游戏具有吸引人的特质,可能使人们沉迷其中,但可能也存在一些不易察觉的潜在问题或复杂性。

      3. Game (游戏): 在这个上下文中,“游戏”可以指一个字面上的游戏,比如桌面游戏或视频游戏,也可以是一个比喻游戏,代表社交、政治、经济等领域的策略、互动或动态。

      综合来说,这句话暗示需要仔细考虑因一个迷人的(但可能具欺骗性的)活动或情境所产生的复杂后果。这个游戏的吸引力引发了关注,但同时也意味着需要承认可能存在重大的、甚至是意想不到的影响。

    5. consolation

      consolation

      Certainly! Let's break down the term "consolation" thoroughly in both English and Chinese.

      English Explanation

      Consolation refers to the comfort or relief provided to someone who is experiencing sorrow, grief, or disappointment. It can take various forms, such as words of comfort, gestures of kindness, or even physical presence. Consolation serves to alleviate emotional pain and can come from family, friends, or even strangers.

      There are different contexts in which the term can be used:

      1. Emotional Support: When someone is feeling sad due to a loss (like the death of a loved one), the support from friends and family can provide consolation.

      2. Encouragement: In situations where a person has faced failure (like losing a game), offering words of encouragement can serve as consolation, helping them to move past the disappointment.

      3. Consolation Prizes: In competitive contexts, a consolation prize may be given to participants who do not win, providing recognition and validating their effort.

      The concept of consolation is important in human relationships as it emphasizes empathy, compassion, and the bond between individuals. It signifies that although hardships are part of life, support and understanding can help individuals cope with their challenges.

      Chinese Explanation

      安慰 (ān wèi) 指的是给予正在经历悲伤、痛苦或失落的人们的情感支持和舒缓。安慰可以表现为安慰的话语、善意的举动,或者甚至是肢体上的陪伴。安慰的目的是帮助减轻情感上的痛苦,这种支持可以来自家人、朋友,甚至陌生人。

      以下是该词的不同上下文使用:

      1. 情感支持:当一个人因失去(比如亲人的去世)而感到悲伤时,朋友和家人的支持能起到安慰的作用。

      2. 鼓励:在一个人面临失败(例如输掉比赛)的情况下,提供鼓励的话语可以作为安慰,帮助他们度过失望。

      3. 安慰奖:在竞争场合中,未获胜的参与者可能会得到一种安慰奖,以此认可他们的努力,并给予他们价值感。

      安慰的概念在人与人之间的关系中非常重要,因为它强调了同理心、同情心和人际之间的连结。它表明虽然生活中充满了困难,但支持和理解可以帮助人们应对挑战。

      Summary

      In summary, "consolation" or "安慰" plays a vital role in fostering connections among people facing difficult times, focusing on the importance of support and understanding in overcoming emotional distress.

    6. more devious cheating

      more devious cheating

      English Explanation

      The phrase "more devious cheating" refers to a form of cheating that is particularly cunning, sly, or deceitful. The word "devious" implies a level of craftiness or indirectness, suggesting that the cheating is not only dishonest but also executed in a way that is clever or sneaky. This type of cheating might involve intricate plans or hidden strategies that make it harder to detect. It often suggests that the person cheating has gone above standard dishonesty to employ more complex and subtle means to achieve their goals.

      For example, in a game setting, "more devious cheating" might involve using hidden devices or collaborating with others in secret, rather than just obvious cheating like looking at someone else's paper. It indicates a greater level of premeditation and intelligence in the maneuvering involved in the cheating process.

      Chinese Explanation

      “更狡猾的作弊”指的是一种特别狡诈、阴险或具有欺骗性的作弊行为。“狡猾”这个词暗示了一种巧妙或间接的程度,表明这种作弊不仅不诚实,而且以聪明或偷偷摸摸的方式进行。这种类型的作弊可能涉及复杂的计划或隐藏的策略,使其更难被发现。它通常暗示作弊者在标准的不诚实之上,以更复杂和微妙的手段来实现他们的目标。

      例如,在游戏环境中,“更狡猾的作弊”可能涉及使用隐藏的设备或与他人秘密合作,而不仅仅是像抄袭别人试卷那样明显的作弊。这表明在作弊过程中涉及更高程度的预谋和智能。

    7. But the cheats still have the grudgers toreckon with.

      But the cheats still have the grudgers to reckon with.

      English Explanation

      The excerpt "But the cheats still have the grudgers to reckon with" implies a situation where individuals who cheat (likely in a game or competition) are faced with the consequences of their actions. The word "grudgers" refers to those who hold a grudge, meaning they feel resentment or bitterness towards someone else, often due to perceived wrongs or unfairness. The phrase "to reckon with" means to confront or deal with a particular issue or challenge.

      In this context, it suggests that the cheats not only face the results of their dishonesty but also have to deal with people who are upset with them for their cheating. This adds an additional layer of conflict or tension in the situation. Ultimately, it conveys the idea that cheating may provide short-term gains, but it can lead to long-term repercussions in terms of relationships and reputations.

      Chinese Explanation

      这段摘录“但作弊者仍然需要面对那些怀恨在心的人”暗示了一种情况,其中作弊的人(可能是在游戏或比赛中)需要面对他们行为的后果。“怀恨在心的人”(grudgers)指那些心中有怨恨的人,意味着他们对其他人感到愤恨或苦涩,通常是由于感到被不公正对待或受到伤害。“面对”(to reckon with)的意思是要面对或处理某个特定的问题或挑战。

      在这种情况下,它表明作弊者不仅会面临诚实带来的后果,而且还要与那些因他们的作弊而感到不满的人打交道。这给情况增加了一层额外的冲突或紧张感。总的来说,这传达了一个观点:作弊可能带来短期的利益,但长期来看,可能会导致人际关系和声誉方面的后果。

    8. a cunning blow struck by queens againstworker

      a cunning blow struck by queens against worker

      English Explanation

      The excerpt "a cunning blow struck by queens against worker" can be interpreted in several ways, depending on the context in which it is used.

      1. Literal Interpretation in Chess: In the game of chess, "queens" refer to the powerful pieces that can move in any direction. A "worker" could be interpreted as a pawn, which is a weaker piece. The phrase might describe a strategic move where a queen captures a pawn or puts it in a vulnerable position, showcasing the tactical nature of the game.

      2. Metaphorical Interpretation: Beyond the chessboard, this phrase could symbolize the strategies employed by those in positions of power (the "queens") against those who are more vulnerable or in a subservient role (the "worker"). It might reflect themes of social inequality, where powerful individuals or entities use their influence to undermine or exploit the less powerful.

      3. Cunning Nature: The word "cunning" suggests a level of deception or cleverness involved in the action, indicating that the strike was not merely a direct attack but rather a tactful maneuver aimed at achieving a specific goal.

      Chinese Explanation

      这段文字“女王对工人发出的狡诈一击”可以根据使用的上下文进行多种解读。

      1. 象棋中的字面解读:在象棋中,“女王”指的是可以在任意方向移动的强力棋子,而“工人”可以理解为士兵(Pawn),一种相对较弱的棋子。这句话可能描绘了女王捕捉士兵或将其置于脆弱位置的战略动作,展示了游戏的战术性。

      2. 隐喻解读:超越棋盘,这句话可以象征那些掌握权力的个体(“女王”)对更脆弱或处于从属地位的人的策略(“工人”)。它可能反映了社会不平等的主题,强大个人或实体利用其影响力来削弱或剥削弱势群体。

      3. 狡诈的性质:“狡诈”一词暗示这一举动涉及一定的欺骗或聪明才智,表明这一击并不是简单的直接攻击,而是一种技巧性的操作,旨在实现特定目标。

    1. . He claimed that at the time he had been discombobulated by a fire-bomb attack on his home (an incident which credible figures in government have linked to the Russians, who will be delighted to know it put the PM off his game

      lol

    1. we don’t restrict bridge building because there aren’t enough metres, the availability of a currency should not restrict how much we trust and collaborate with each other

      Very good point. The denomination or quantification (e.g. measurement) of a somthing should not affect its exchangability-- except that is exactly how we practice the "currency game"

    1. Early findings revealed that participants who made their contributions faster gave more to the public good (greater cooperation). These results were consistent in several replications (Cone & Rand 2014); when forced to make a quick decision, participants cooperated more than when asked to reflect on their decision. It seems that under certain circumstances, social contexts and social norms, ‘going with your gut’ leads to increased cooperation (Henrich, 2016).

      game theory baby!!

  17. Jun 2025
    1. hindsight

      hindsight

      English Explanation:

      The term "hindsight" refers to the understanding of an event or situation only after it has happened. It implies a kind of wisdom or insight that comes too late to influence the outcome. Hindsight allows individuals to analyze the decisions made or the actions taken, often leading to reflections on how things could have been different if they had known then what they know now.

      For example, after a sports game, fans often critique the coach's decisions with the benefit of hindsight, having seen the results of those decisions. The phrase "hindsight is 20/20" conveys the idea that it is easy to see what should have been done after the fact, but in the moment, it isn't always clear.

      Chinese Explanation (中文翻译):

      “hindsight”这个词指的是在事件或情况发生后,才理解其意义的能力。这意味着一种智慧或洞察力,通常是在结果已成定局后才产生的。回头看使个人能够分析他们所做的决策或采取的行动,常常导致反思,如果他们当时知道现在所知道的事情,事情会如何不同。

      例如,在一场体育比赛后,球迷们常常会利用“事后诸葛亮”的眼光批评教练的决定,因为他们已经看到了这些决定的结果。“hindsight is 20/20”这个短语传达了一个观点,即在事后很容易看到应该做什么,但在当下,事情往往并不那么清晰。

    2. thrashing

      thrashing

      English Explanation:

      The term "thrashing" can have different meanings depending on the context in which it is used. Here are the most common interpretations:

      1. In Computing: Thrashing refers to a condition in which a computer's virtual memory system is overwhelmed. When there is insufficient physical memory (RAM) available, the operating system spends more time swapping data between RAM and disk storage than executing actual processes. This can lead to a severe decrease in performance, as the system is continually trying to free up memory. It is often caused by running too many applications simultaneously or by using applications that require more memory than is available.

      2. In General Use: Thrashing can also refer to a physical action or behavior, such as flailing or moving violently. For example, in a physical altercation, one might say that a person is "thrashing" about if they are struggling or fighting vigorously. This term evokes an image of chaotic movement.

      3. In Sports or Competitive Contexts: Thrashing can refer to defeating an opponent decisively, often with a significant score difference. For example, in a game or match, if one team wins overwhelmingly against another, one might say they "thrashed" their opponent.

      Overall, the concept of thrashing often conveys a sense of chaos, inefficiency, or overpowering defeat, depending on its application.


      中文解释:

      “thrashing”这个术语在不同的上下文中有不同的含义。以下是最常见的解释:

      1. 在计算机领域: Thrashing指的是一种计算机虚拟内存系统被淹没的状态。当物理内存(RAM)不足时,操作系统花费更多的时间在RAM和磁盘存储之间交换数据,而不是实际执行进程。这可能导致性能严重下降,因为系统不断尝试释放内存。通常,thrashing是由同时运行过多应用程序或使用需求超出可用内存的应用程序所造成的。

      2. 在一般用法中: Thrashing也可以指一种身体动作或行为,比如挥舞或剧烈移动。例如,在身体冲突中,可以说一个人正在“thrashing”,如果他们正在奋力挣扎或激烈打斗。这个术语带有混乱运动的形象。

      3. 在体育或竞争背景中: Thrashing可以指以压倒性优势击败对手,通常是有显著的分数差距。比如在比赛中,如果一支队伍以绝对优势赢得另一支队伍的比赛,可以说他们“thrash”了对手。

      总体而言,thrashing这个概念常常传达一种混乱、低效或压倒性失败的感觉,具体取决于其应用场景。

    3. darts

      darts

      Certainly! The excerpt "darts" can refer to several different concepts, depending on the context. Below, I will explain its meanings in detail in both English and Chinese.

      English Explanation:

      1. Darts as a Sport: Darts is a popular game typically played in pubs or recreational settings where players throw small, pointed missiles (called darts) at a circular board (the dartboard) that is divided into numbered sections. The objective is to score points by hitting specific areas of the board. The game can be played in various formats, including singles and doubles, and often involves strategies regarding which areas to target to maximize scores. The most well-known type of play is “501,” where players start with 501 points and aim to reduce their score to zero.

      2. Darts as Projectiles: Darts can also refer to the actual projectiles used in the game. These typically consist of a metal tip, a barrel (which players grip) made of materials like tungsten or brass, and often have a flight attached to the back to stabilize the throw.

      3. Figurative Use: The term "darts" can also be used metaphorically to describe piercing or rapid movements, or to indicate something that hurtful has been said, much like someone might describe words as "darting" towards someone.

      4. Dart as a Verb: The verb "to dart" means to move quickly and suddenly. For example, one might say "the cat darted across the street" to indicate a fast, sudden movement.

      Chinese Explanation (中文解释):

      1. 飞镖作为一种运动: 飞镖是一项受欢迎的游戏,通常在酒吧或休闲场所进行,玩家将小型尖头的飞镖(称为飞镖)投射向一个圆形的靶子(飞镖盘),飞镖盘被分成多个编号的区域。目标是通过击中特定区域来得分。这项游戏有多种玩法形式,包括单人和双人,通常涉及有关目标选择的策略,以最大化得分。最常见的玩法是“501”,玩家从501分开始,目标是将分数减少到零。

      2. 飞镖作为投射物: 飞镖也可以指在游戏中使用的实际投射物。这些通常由一个金属尖端、一个用钨或黄铜等材料制成的瓶身(玩家握持的部分)以及通常在背部附带的一个飞行器组成,以稳定投掷。

      3. 比喻用法: “飞镖”一词还可以用于比喻,描述刺痛或快速的动作,或表示某些伤人的话就像飞镖一样朝某人刺去。

      4. 动词“dart”: 动词“dart”意味着迅速而突然地移动。例如,人们可能会说“猫突然冲过街道”,以表示快速的、突发的移动。

      This dual explanation aims to provide a comprehensive understanding of the term "darts" in both English and Chinese.

    4. gleefully

      gleefully

      The word "gleefully" is an adverb derived from the adjective "gleeful," which means to express joy, happiness, or delight. When someone does something gleefully, they do it in a way that shows they are very happy and are enjoying what they are doing. This word often implies a sense of playfulness or childlike joy, suggesting that the person is not only happy but also perhaps a bit carefree or exuberant.

      For example, if a child is playing a game and is laughing and jumping around, you might say that the child is playing gleefully. It conveys a sense of joy that is unmistakable and infectious, often making others around them feel happy as well.


      “gleefully” 这个词是一个副词,源于形容词“gleeful”,意思是表达喜悦、幸福或快乐。当某人以“gleefully”的方式做某事时,他们是在以一种显示极其开心和享受所做事情的方式进行。这种词通常暗示一种游戏性或儿童般的快乐,暗示这个人不仅快乐,而且可能有一些无忧无虑或充满活力。

      例如,如果一个孩子在玩游戏,欢笑着和跳跃,你可能会说这个孩子在“gleefully”地玩耍。这传达了一种不可否认和有感染力的快乐感,通常也让他们身边的其他人感到快乐。

    5. engaged in a tug ofwar over a worm

      engaged in a tug of war over a worm

      English Explanation:

      The phrase "engaged in a tug of war over a worm" describes a situation where two or more parties are competing or fighting over a single object or advantage, represented metaphorically by the "worm."

      1. Tug of War: This is a game or competition where two teams pull on opposite ends of a rope, trying to pull the other team across a central line. It symbolizes struggle, competition, and the effort to gain control over something.

      2. Worm: The worm in this context symbolizes a prize or something of value that is contested. It may not have significant value in real life, but it represents the obsession or determination of the parties involved in the competition.

      So, overall, this excerpt could illustrate a scene where two individuals (or groups) are stubbornly trying to gain possession of something, suggesting themes of rivalry, competition, or even absurdity in their fixation on the object of their struggle.

      Chinese Explanation:

      “为了一个虫子进行拔河”这个短语描述了两个或多个方在为一个共同的对象或优势而竞争或争斗的情景,这个对象在隐喻中被称为“虫子”。

      1. 拔河:拔河是一种游戏或比赛,两个团队在绳子的两端用力拉,试图把对方拉过中间的线。这象征着斗争、竞争,以及争取对某物控制权的努力。

      2. 虫子:在这个语境中,虫子象征着一个有价值的奖品或者物品,尽管在现实生活中它可能并没有太大价值,但它代表了参与竞争的各方对该对象的痴迷或执着。

      因此,整体来看,这段摘录可能描绘了两个个人(或团体)固执地努力争夺某物的场景,暗示了竞争、对抗,甚至在对斗争对象的执着中体现的荒谬感。

    6. knights and pawns

      knights and pawns

      Certainly! Let's delve into the excerpt "knights and pawns."

      English Explanation:

      In the context of chess, "knights" and "pawns" refer to two different types of chess pieces, each with unique movements and roles in the game:

      1. Knights:
      2. Knights are considered one of the most versatile pieces in chess. They are represented by the horse figure and can "jump" over other pieces, which gives them unique movement capabilities. A knight moves in an "L" shape: two squares in one direction (horizontally or vertically) and then one square at a right angle, or one square in one direction and then two squares at a right angle. This ability allows knights to reach positions on the board that other pieces may not easily access.
      3. Knights are often valued for their ability to control the center of the board and their effectiveness in both offensive attacks and defensive strategies.

      4. Pawns:

      5. Pawns are the most numerous pieces on the chessboard but are generally considered the least powerful. They are represented as small, circular pieces. Pawns move forward one square at a time, but they capture diagonally. On their first move, they have the option to move forward two squares.
      6. Pawns also have the unique ability to promote upon reaching the opponent's back rank (the farthest row from their starting position). They can be promoted to any other piece (except a king), typically a queen, which greatly increases their power.
      7. Despite their initial limitations, pawns are crucial for maintaining control over the board and can be transformed into powerful pieces if they reach the opponent's side.

      In a broader metaphorical sense, "knights and pawns" can also symbolize different roles or statuses in society, with knights representing those with power or higher status and pawns representing those who may be less powerful or influential.

      Chinese Explanation:

      在国际象棋的背景下,“骑士”和“兵”指的是两种不同类型的棋子,它们在游戏中各有独特的移动方式和角色:

      1. 骑士
      2. 骑士被认为是国际象棋中最灵活的棋子之一。它们通常用马的形象表示,可以“跳过”其他棋子,因此拥有独特的移动能力。骑士以“L”形移动:向一个方向移动两个正方格(横向或纵向)后再转90度移动一个正方格,或者先向一个方向移动一个正方格,再以90度移动两个正方格。这种能力使骑士能够到达其他棋子可能难以到达的棋盘位置。
      3. 骑士通常被重视,因为它们能够控制棋盘中心,并且在进攻和防守策略上都非常有效。

      4. 兵是棋盘上数量最多的棋子,但通常被认为是最弱的。它们用小圆形棋子表示。兵每次只能向前移动一个正方格,但可以斜着吃子。第一次移动时,它们可以选择向前移动两个正方格。
      5. 当兵到达对方的底线(远离其起始位置的最后一排)时,有机会升变为其他棋子(除了国王)。它们可以被升变为任何其他棋子,通常是后,这大大增加了它们的力量。
      6. 尽管兵在初期有局限性,但它们在控制棋盘上至关重要,并且如果它们到达对方一侧,能够转变为强大的棋子。

      在更广泛的隐喻意义上,“骑士与兵”也可以象征社会中的不同角色或地位,骑士代表掌权者或高地位的人,而兵则代表那些权力较小或影响力较弱的人。

    7. 'forking'with the knight.

      'forking' with the knight.

      English Explanation

      The term 'forking' in the context of chess refers to a tactical maneuver where a single piece attacks two or more of the opponent's pieces simultaneously. When the piece executing the fork is a knight, it is often called "forking with the knight."

      Knights are unique in that they move in an 'L' shape: two squares in one direction and then one square perpendicular to that direction. This movement allows them to reach squares that are not easily accessible for many other pieces, enabling them to create forks in various positions on the board.

      When a knight forks two pieces, it puts both of them in jeopardy, often forcing the opponent to choose which piece to save while the other can be captured on the next turn. This tactic can be particularly effective because knights can potentially fork a king and a more valuable piece, leading to significant strategic advantages in the game.

      Chinese Explanation

      在国际象棋中,“叉击(forking)”这个术语指的是一种战术手法,其中一个棋子同时攻击对手的两个或多个棋子。当执行这个叉击动作的棋子是骑士时,它通常被称为“骑士叉击(forking with the knight)”。

      骑士在移动时具有独特性:它的移动方式是一个“L”形:在一个方向上移动两个格子,然后再在与其方向垂直的方向上移动一个格子。这种移动方式使它能够到达很多其他棋子难以达到的格子,从而在棋盘上在各种位置创建叉击。

      当骑士叉击了两个棋子时,它让这两个棋子都有危险,通常迫使对手选择要保护哪个棋子,而另一个棋子则可以在下一回合被吃掉。这种战术特别有效,因骑士可能叉击国王和一个更有价值的棋子,从而在游戏中获得明显的战略优势。

    8. bishops move in a diagonal

      bishops move in a diagonal

      English Explanation

      The phrase "bishops move in a diagonal" refers to a specific rule in the game of chess concerning the movement of one of the pieces, which is called a bishop. In chess, each type of piece has its own rules regarding how it can move across the board.

      1. Movement Pattern: Bishops can only move diagonally, meaning they can travel any number of squares along a diagonal line on the chessboard. This allows them to control long lines of squares but restricts them to one color. For example, a bishop that starts on a white square will always remain on white squares throughout the game.

      2. Strategic Implications: The diagonal movement of bishops allows players to create strong defensive and offensive positions. They can attack opponents' pieces that are on the same diagonal line without obstruction.

      3. Game Strategy: Understanding the movement of bishops is crucial for developing effective strategies during a game. Players often aim to position their bishops where they can exert maximum pressure on the board, potentially targeting vulnerable opponent pieces.

      Chinese Explanation

      “主教沿对角线移动”这一短语是指国际象棋游戏中一个特定规则,涉及到一种棋子,即主教(bishop)。在国际象棋中,每种棋子的移动规则都是不同的。

      1. 移动模式:主教只能沿对角线移动,也就是说,它可以在棋盘的对角线上移动任意数量的格子。这使得主教能够控制长线的格子,但限制了它只能在一种颜色的格子上活动。例如,一个起始于白色格子的主教将在整个游戏中始终保持在白色格子上。

      2. 战略意义:主教的对角线移动使玩家能够创建强大的防御和进攻位置。它们可以攻击在同一对角线上的对方棋子,而不会被阻挡。

      3. 棋局策略:理解主教的移动对于在游戏中制定有效的策略至关重要。玩家通常会努力将主教放置在可以最大限度施加压力的位置,以便有可能攻击到对手的处于脆弱位置的棋子。

      This thorough explanation covers the movement and significance of bishops in a chess game, as well as their strategic implications in both English and Chinese.

    1. A student once summarized the accommodation process as being like the game Battleship—you can’t perceive what’s on the other side of the board, because there is a barrier there, and so you have to just keep trying to guess where the other player’s ships are—or where the relevant accommodations are, if they exist. You throw your diagnosis over, and hope that it will land on something that will actually help you. But you cannot sense the full range of what may be on the other side, and thus you cannot directly ask for what you need.

      This is why it's so important to have open, ongoing dialogue with individual students about what is and is not working for them before assignments are due, as assignments are due, and after they've submitted and assignment. Simple things like, "If you are willing, would take about 5 minutes to jot down some things that made completing this assignment difficult for you. Then, I'll ask you to shift gears and list or explain what made it possible for you to do the assignment." I'm really writing this for myself as a reminder of how this type of intervention can help all students.

    1. potential ‘gaming’

      this seems to be the main concern for a lot of policymakers as they see so many people game things and work around their policies on technicalities that they are more cautious about such things, especially when they dont stand to actually benefit themselves from them in most cases

    1. Compte Rendu Détaillé : Sommes-nous tous racistes ?

      Ce document synthétise les thèmes principaux, les idées essentielles et les faits marquants tirés de l'émission "Sommes-nous tous racistes ?".

      Il met en lumière les mécanismes inconscients des préjugés et de la discrimination à travers diverses expériences scientifiques.

      Introduction : Les Préjugés Universels et la Question du Racisme

      L'émission s'ouvre sur une interrogation fondamentale : "Vous êtes raciste, vous et moi ?

      Est-ce que je suis raciste ?" (Lucien Jean-Baptiste).

      Elle pose l'idée que, quelles que soient nos origines ou caractéristiques, "nous avons tous des idées reçues, des a prioris, des préjugés sur tout ce qui ne nous ressemble pas, que nous ne connaissons pas."

      L'objectif de l'émission est d'explorer ces mécanismes inconscients.

      Pour ce faire, 50 volontaires participent à des "expériences étonnantes" sous le faux titre "Les mystères de notre cerveau", afin de ne pas biaiser leurs réactions.

      Le psychosociologue Sylvain De Louvet, expert scientifique, décode les résultats des expériences.

      Marie Drucker et Lucien Jean-Baptiste, réalisateur et comédien engagé, commentent les comportements observés.

      L'émission révèle que le racisme, la misogynie, le sexisme, l'antisémitisme, l'homophobie et la grossophobie s'appuient sur les "mêmes mécanismes" inconscients et documentés scientifiquement.

      Thèmes et Idées Clés : Les Mécanismes Inconscients des Préjugés

      1. La Recherche de Similarité et ses Conséquences (Expérience de la Salle d'Attente)

      Description de l'expérience : Des participants sont invités à s'asseoir dans une salle d'attente où deux chaises sont disponibles, une à côté d'un homme blanc et l'autre à côté d'un homme noir. La position des acteurs est inversée à mi-parcours.

      Observations et conclusions :

      • Les participants choisissent majoritairement de s'asseoir à côté de la personne blanche, quel que soit son emplacement.
      • Sylvain De Louvet explique : "Ce n'est pas un comportement raciste en tant que tel.

      Ce qui s'explique très facilement, c'est l'idée que on cherche la similarité. On va chercher les gens qui nous ressemblent." * Cette tendance est qualifiée de "reptilien[ne]", certains thèse évolutionnistes suggérant que "les tribus primitives déjà avaient tendance à se méfier de la différence de l'autre et à plutôt chercher la similitude, la similarité."

      • Impact : Bien que non raciste en soi, ce mécanisme a des "conséquences quand on va chercher un emploi, l'accès au logement et cetera, c'est terrible." Un DRH, même tolérant, peut inconsciemment favoriser quelqu'un qui lui ressemble.

      2. L'Influence des Préjugés sur le Jugement (Expérience du Jury)

      Description de l'expérience : Les participants jouent le rôle de jurés et doivent attribuer une peine de prison à un accusé pour le même crime (coups et blessures volontaires ayant entraîné la mort).

      Deux profils sont présentés : un homme blanc et un homme d'origine maghrébine.

      Observations et conclusions :

      • L'accusé d'origine maghrébine écope d'une peine de prison supérieure et est cinq fois plus souvent condamné à la peine maximale (15 ans).
      • Lucien Jean-Baptiste partage une anecdote personnelle : "Quand j'appelais Oui, bonjour Lucien Jean-Baptiste, j'appelle pour un stage. J'avais le stage et 2 minutes plus tard, j'avais mon copain qui avait un nom à consonance maghrébine, il appelait et ben il avait pas le stage."
      • Cette expérience démontre comment les "préjugés peuvent influencer notre jugement au sens propre du terme."

      3. La Catégorisation Sociale, Racine des Stéréotypes (Explication et Expérience du Vol de Vélo)

      Explication théorique :

      • Notre cerveau est "naturellement paresseux" et "réduit la complexité du monde" en classant les individus dans des catégories : "les hommes, les femmes, les jeunes, les vieux, les riches et les pauvres, les homosexuels, les roux, les obèses, mais aussi les blancs et toutes les minorités visibles ou encore les juifs et les musulmans et tant d'autres. Cela s'appelle la catégorisation sociale."
      • Ce mécanisme entraîne des "biais de perception" : nous percevons des ressemblances au sein de notre groupe et des différences avec les autres.
      • Conséquence : "Quand quelqu'un appartient à notre groupe, nous nous sentons aussitôt plus proche de lui. Comme il nous ressemble, il est rassurant. En revanche, si un individu appartient à un autre groupe, nous le percevons comme différent de nous et donc potentiellement menaçant."
      • Cette catégorisation sociale est "à la racine de tous les stéréotypes et préjugés."
      • Description de l'expérience : Trois comédiens (un homme blanc, un homme d'origine maghrébine, une femme blonde) simulent le vol d'un vélo en pleine rue.

      Observations et conclusions :

      • L'homme blanc (Johann) reçoit de l'aide et n'est pas soupçonné, les passants pensant qu'il a "une tête d'honnête."
      • L'homme d'origine maghrébine (Bachir) est immédiatement confronté, menacé par l'appel à la police, et de vrais policiers interviennent.
      • La femme blonde (Uriel) reçoit instantanément l'aide de plusieurs hommes sans être interrogée sur la légitimité de son action.
      • Impact : Lucien Jean-Baptiste souligne : "C'est c'est c'est dur hein. Mais je suis un peu ça m'a touché ce truc parce que vous savez moi j'ai j'ai je il m'est arrivé combien de fois de rentrer dans des halls d'immeuble et combien de fois on m'a dit qu'est-ce que vous faites là ?" Il ajoute : "On est conditionnés, c'est des fameux préjugés stéréotypes, clichés. Et je peux pas en vouloir à quelqu'un d'être enfermé là-dedans."
      • Sylvain De Louvet distingue : "Les stéréotypes ont un caractère automatique mais ensuite le comportement votre choix délibérer vous de donner tel rôle à tel méchant le choix qu'on fait certains passants de téléphoner à la police ici c'est un choix délibéré." On peut choisir d'adhérer ou non au stéréotype.

      4. Le Biais du Tireur et ses Implications (Expérience du Laser Game)

      Description de l'expérience : Les participants, pensant tester leurs réflexes, doivent tirer avec un pistolet laser sur des figures armées et éviter celles désarmées.

      Les figures sont de différentes origines ethniques (blanches, maghrébines, noires).

      Observations et conclusions :

      Les participants tirent "près de quatre fois plus sur les figurants désarmés noirs ou d'origine maghrébine que sur les figurants désarmés blancs."

      Cette expérience s'inspire de recherches américaines sur le "biais du tireur", montrant que les policiers sont inconsciemment "plus enclins à tirer sur les citoyens noirs que sur les blancs, même quand ceux-ci sont désarmés."

      5. L'Internalisation des Stéréotypes dès l'Enfance (Expérience des Marionnettes et des Poupées)

      Expérience des marionnettes : Des enfants doivent désigner le voleur du goûter entre un petit garçon blanc et un petit garçon noir, tous deux clamant leur innocence.

      Observations : Les enfants désignent "spontanément plus nombreux à désigner Mousa [le garçon noir] comme le voleur le plus probable." La révélation finale est que c'était un oiseau.

      Expérience des poupées (tirée du documentaire "Noir en France") : Des enfants choisissent des poupées et expliquent leurs préférences.

      Observations : Des enfants noirs préfèrent les poupées blanches, certaines petites filles noires exprimant le désir de devenir blanches. Une enfant dit préférer la poupée noire "parce que tu es mon préféré."

      • Conclusion : Sylvain De Louvet explique l' "internalisation" : "des membres d'un groupe incorporent le stéréotype qui leur est attribué."

      Il insiste sur la responsabilité de l'éducation : "les enfants, ils sont sensibles aux normes sociales.

      Les enfants, ils observent ils observent qui ?

      Nous, les adultes. [...] Et ils vont incorporer les stéréotypes, les préjugés de leur entourage."

      6. Le Contexte Modifie la Perception des Stéréotypes (Expérience de la Photo de Femme Asiatique)

      Description de l'expérience :

      Les participants voient des photos, dont une femme d'origine asiatique. Ils doivent donner le premier mot qui leur vient à l'esprit.

      La photo est présentée dans trois contextes différents : mangeant avec des baguettes, se maquillant, en blouse blanche de médecin.

      Observations et conclusions :

      • Mangeant avec des baguettes : Majorité de mots évoquant l'origine asiatique ("Asie", "Souché", "asiatique").
      • Se maquillant : Mots liés à la féminité ("maquillage", "belle femme", "coquette"). L'origine asiatique n'est plus évoquée.
      • En blouse blanche : Mots liés au métier ("médecin", "compétente"). L'origine asiatique n'est plus évoquée.
      • Conclusion : "Le contexte va servir à atténuer ou à renforcer ce qu'on appelle les éléments saillants, c'est que les éléments qui ressortent, qui sont visibles directement."

      7. Les Stéréotypes d'Accent et de Compétence (Expérience du Conférencier)

      Description de l'expérience : Un acteur présente la même conférence sur l'IA et la finance, mais avec trois accents différents : allemand, marseillais, et un accent "africain" pour un faux professeur africain (en réalité le vrai professeur Diallo).

      Observations et conclusions :

      • Accent allemand : Jugé "très compétent", "convainquant". L'accent active le stéréotype de "l'allemand des Allemands" : la compétence.
      • Accent marseillais : Jugé "pas du tout compétent", "moyen compétent", "pas convaincant". L'accent active le stéréotype du "côté chaleureux" mais peu compétent.
      • Faux professeur africain (le vrai expert) : Les participants ont du mal à le qualifier, certains le jugeant "pas compétent du tout" ou un "comédien déguisé". L'apparence physique (costume trop grand, lunettes) et l'accent non-stéréotypé d'expert dans l'imaginaire collectif, contribuent à un jugement biaisé.
      • Impact : Lucien Jean-Baptiste souligne le décalage entre la réalité des accents français ("La France est un est un est un calidoscope, un puzzle de langue") et les jugements basés sur des stéréotypes, qui peuvent empêcher un jeune qualifié d'obtenir un poste. Le cas du professeur Diallo (le seul véritable expert) est révélateur : "on a du mal à imaginer ce qu'on a rarement vu."

      8. Les Préjugés Positifs et la Déconstruction (Expérience des Sprinters)

      Description de l'expérience : Les participants doivent deviner quel sprinter (blanc ou noir) a le plus de chances de gagner une course.

      Observations et conclusions :

      • La majorité désigne le sprinter noir, alimentée par la conviction que "les noirs courent plus vite que les blancs."
      • Il s'agit d'un "préjugé positif" (Sylvain De Louvet).
      • Explication : Si 95% des coureurs sous les 10 secondes au 100m sont noirs, c'est le résultat de facteurs culturels, économiques et historiques (modèles de réussite sportive, absence d'infrastructures autres que la course, volonté politique comme en Jamaïque).
      • Contexte historique : L'image du "corps noir" est historiquement liée au "labeur", à "l'esclavage", à "l'exploitation", et à la "bestialité", renvoyant à des emplois subalternes. Ces stéréotypes entravent la perception de leur intelligence ou leur capacité à occuper des postes intellectuels.
      • Conclusion : "Les noirs courent plus vite que les blancs n'est donc pas une vérité. C'est une légende, un pur stéréotype. Et comme tous les stéréotypes, ils ne demandent qu'à être déconstruits."

      9. Les Préjugés Annulent l'Empathie (Expérience de la Main Piquée)

      Description de l'expérience : Des sujets (blancs ou noirs) regardent des mains (blanche, noire, violette) se faire piquer par une aiguille, tandis que l'activité cérébrale liée à la douleur est mesurée.

      Observations et conclusions :

      • Un sujet blanc ressent de la douleur en voyant une main blanche se faire piquer, mais "aucune réaction de crispation" avec une main noire.
      • Un sujet noir ressent de la douleur en voyant une main noire se faire piquer, mais ne réagit pas avec une main blanche.
      • Avec la main violette : "qu'il soit blanc ou noir, les sujets perçoivent de la douleur."
      • Conclusion : "Nos préjugés effacent notre empathie à l'égard de personnes différentes de nous et quand il n'y a aucun préjugé par exemple face à un groupe inconnu à la peau violette nous partageons sa douleur."
      • Impact : Lucien Jean-Baptiste relie cela aux conflits mondiaux : "il y a des conflits qui me touchent et d'autres qui d'autres qui me touchent moins. Et ça c'est terrible parce que on devrait partie de ce grand tout, on devrait être sensible à tous les conflits et bien non."
      • Solution : La "plasticité du cerveau" et l'éducation, l'exposition culturelle, la "familiarisation avec celles et ceux qui ne nous ressemblent pas" peuvent augmenter l'empathie.

      10. Les Préjugés Déforment la Réalité (Expérience de la Photo du Mendiant)

      Description de l'expérience : Les participants observent une photo pendant 10 secondes, puis la décrivent de mémoire. La photo montre un homme d'origine maghrébine donnant une pièce à un homme blanc mendiant.

      Observations et conclusions :

      • Près de la moitié des participants décrivent l'homme d'origine maghrébine comme le SDF mendiant et l'homme blanc comme le généreux.

      • Impact : Lucien Jean-Baptiste partage une anecdote où il a lui-même appliqué un cliché en Afrique : "Ça voulait bien dire que j'étais enfermé par des clichés venant de France enfin de mon éducation à me dire en Afrique les noirs sont pauvres et les blanc sont riches."

      • Conclusion : "On regarde le monde, on voit le monde, on va interpréter le monde de manière différenciée selon nos stéréotypes."
      • L'expérience du "téléphone arabe" (transmission orale de la description) montre comment les clichés se renforcent et déforment encore plus la réalité au fur et à mesure de la transmission : la scène de générosité devient "une altercation."

      La Révélation et le Message Final : Un Appel à la Déconstruction

      À la fin de l'émission, le véritable objectif est révélé aux participants : déconstruire "les mécanismes inconscients qui nous conduisent à avoir des préjugés, des préjugés qui eux-mêmes nous amènent à avoir des comportements discriminatoire."

      Le titre "Sommes-nous tous racistes ?" est dévoilé.

      Les animateurs rassurent les participants : "il ne s'agissait pas de pointer du doigt un tel ou un tel. Le véritable objectif de ces expériences c'est de démontrer que nous avons toutes et tous [...] les mêmes mécanismes qui se déclenchent dans nos têtes et c'est en apprenant à mieux nous connaître que l'on peut lutter contre ces mécanismes."

      L'ultime expérience :

      Les participants sont répartis en groupes par couleur.

      Ils avancent vers un cercle central s'ils sont concernés par une question posée (peur du noir, revente de cadeaux, amour en voiture, sentiment de solitude, etc.).

      Cette expérience vise à montrer que "nous avons tous des points communs au-delà de nos différences."

      Des moments d'émotion intense sont partagés, soulignant que "On est plus seul."

      Conclusion Générale :

      Bien que le racisme soit "multifactoriel" (causes économiques, historiques, sociales), le cerveau est "extrêmement plastique".

      La lutte contre le racisme et les préjugés passe par "l'éducation, par l'exposition culturelle, le fait de rencontrer, de se mettre en face de personnes différentes de nous.

      Et c'est cette exposition là, c'est cette éducation, c'est cette familiarisation avec celles et ceux qui ne nous ressemblent pas qui va permettre aussi au cerveau d'être plus empathique."

      L'émission conclut sur l'idée que "Tous les humains, ils partent avec 100 points" et que notre responsabilité est de reconnaître l'égalité de l'autre.

    1. It's similar to the discussion around flying. As an individual, me not choosing to take a flight doesn't change much. That flight is still going ahead. It's the same with data transfer and network energy use. Me sending a few less kilobytes over the network isn't going to signal to the network operator that capacity can be reduced. Like flying, though, we can collectively signal to airline operators that certain routes are less valuable if a sufficiently large number of people stop flying them. But that's a long game, with a lot of collective action required. We can get there, especially in places with suitable alternatives to flying, but we can't completely remove flying from our life. I'd say the same applies for the network. It's not a lost cause, but rather a long game that we can play alongside realising shorter term wins.

      When I read this, I had a hard time because I do understand the argument, from the POV of there being an airline route in the first place, the current framing focusses so much on an indivdual case that you can miss that on the scale of hundreds of people, doubling the people flying will very likely double the emissions.

      This is because the key driver of emissions is burning the fuel, and because airlines scaling up and down the frequency of flights happens on a much faster frequency than laying new cable and network infra.

    1. Compte rendu détaillé : "Y a-t-il une culture de l'inceste en France ?" (France Culture, 12.10.2022)

      • Ce compte rendu explore les thèmes principaux et les idées essentielles abordées lors du débat sur France Culture, en s'appuyant sur les propos des intervenants.

      L'émission, en se basant sur le rapport de la CIVISE (Commission Indépendante sur l'Inceste et les Violences Sexuelles), questionne l'existence d'une "culture de l'inceste" en France, remettant en cause le mythe du tabou anthropologique et soulignant la réalité omniprésente de ces violences.

      1. L'ampleur et la sous-estimation de l'inceste en France

      Le débat s'ouvre sur un chiffre choc issu du rapport de la CIVISE : "160 000 enfants subissent des violences sexuelles chaque année en France."

      Ce chiffre, longtemps "sous-estimé voire complètement négligé", contredit l'idée reçue d'un tabou anthropologique sur ce crime.

      Au contraire, les enquêtes récentes montrent que "ce crime touche un français ou une française sur 10 et est présent dans toutes les classes sociales."

      • Juliette Drouard, thérapeute et co-directrice de l'ouvrage collectif "La culture de l'inceste", cite cette phrase percutante : "s'il est tabou de dire l'inceste, il n'est pas tabou de le faire."

      Cette affirmation résume la dissonance entre la perception publique de l'inceste comme un interdit absolu et sa réalité fréquente et dissimulée.

      Édouard Duran, juge des enfants et co-président de la CIVISE, confirme que "16 500 personnes sont venues [à la CIVISE], nous ont fait confiance [...] toutes nous disent cela, que les violences commencent quelques jours après la naissance ou qu'elles durent jusqu'à la majorité ou au-delà de la majorité." Il insiste sur le fait que "la maison est pour beaucoup le lieu du danger, de la confrontation à la terreur et à la mort même."

      2. Le mythe du tabou anthropologique et la réalité de la "culture de l'inceste"

      • Juliette Drouard et les autres auteurs de "La culture de l'inceste" remettent en question la notion de tabou suprême héritée de l'anthropologie classique (notamment Claude Lévi-Strauss).

      Ils affirment que cette idée, véhiculée par des "anthropologues depuis leur position située, c'est-à-dire d'hommes blancs qui sont arrivés sans vouloir parler de violence sexuelle mais simplement en voulant étudier les règles du mariage", a conforté le silence autour de l'inceste.

      Pour eux, le concept de tabou du mariage "n'a rien à voir avec les pratiques d'inceste. Marier ou pas marier avec certaines personnes, ça n'empêche pas d'incester ces certaines personnes."

      Le terme de "culture de l'inceste" est utilisé dans plusieurs sens par Juliette Drouard :

      • Un phénomène propre à l'espèce humaine : contrairement aux animaux, les humains utilisent la sexualité pour la domination.
      • Une culture spécifique au sein des cultures humaines : cela se produit dans certaines sociétés, mais "il n'est pas nécessaire pour les êtres humains pour vivre et pour exister ou pour fonder une culture d'agresser sexuellement d'autres personnes."
      • Les productions culturelles : celles-ci "vont soutenir la systématicité de l'inceste en permettant de ne pas le parler en tant que violence sexuelle."

      Elles peuvent "romantiser l'inceste comme dans Game of Thrones avec le frère, la sœur" ou, comme dans le porno, où le "stepmom" est un hashtag très recherché.

      D'autres œuvres "n'adoptent pas le point de vue de la victime" ou reprennent des mythes comme celui de Lolita, où "ce serait la personne victime qui vient séduire l'agresseur."

      3. L'évolution historique et juridique de la perception de l'inceste

      Julie Doyon, historienne, apporte un éclairage diachronique sur la question. Elle souligne que l'inceste, dans l'Ancien Régime, était "beaucoup dit, montré, écrit" dans la littérature et était un crime considéré comme tel dans la doctrine pénale.

      Cependant, il n'était "pas du tout la même signification qu'aujourd'hui.

      C'est-à-dire qu'il n'est pas indexé à une forme de violence ni spécifiquement à la catégorie de l'enfance." L'inceste était alors un "crime sans victime.

      Un crime avec deux coupables", considéré comme un crime de mœurs et de péché entre personnes apparentées.

      Le "point de bascule" se situe entre le 18e et le 19e siècle, où l'inceste passe d'une conception de "couple incestueux" à celle d'"acte d'agression sexuelle commis par un adulte sur un enfant dans le cadre familial."

      La Révolution française, en voulant séculariser le droit pénal, a supprimé le crime d'inceste, le considérant comme relevant de la sphère religieuse et de la "vie privée".

      Aujourd'hui, Édouard Duran déplore cette persistance de l'idée que "la maison est éminemment essentiellement le lieu du privé."

      Il insiste sur la nécessité que "ce qui doit régner dans la maison, c'est la loi commune et pas la loi d'un seul, pas la loi du dominant."

      4. La spécificité de la violence incestueuse et la vulnérabilité des enfants

      Édouard Duran insiste sur la vulnérabilité des enfants : "les agresseurs recherchent toujours une proie en raison de sa vulnérabilité.

      Et l'enfant parmi les êtres vulnérables dans la société est le plus vulnérable et parmi les enfants vulnérables, il y a les enfants handicapés, plus vulnérables et plus invisibilisés encore."

      • Il récuse l'argument souvent avancé par les agresseurs : "Je n'ai jamais entendu en audience, en cours d'assise, au tribunal correctionnel ou au tribunal pour enfants un agresseur dire autre chose que c'est l'enfant qui m'a séduit." Édouard Duran refuse de "chercher à comprendre" dans le sens de "chercher dans la psychologie de l'agresseur ce qui pourrait l'excuser." Pour lui, l'impératif moral est de "mettre en sécurité les enfants victimes d'inceste et les personnes victimes de violence."

      • Juliette Drouard souligne l'importance de parler de "pédocriminalité de manière générale", car "les adultes qui commettent des agressions sur des enfants, les commettent aussi bien sur leurs enfants que sur les enfants des autres."

      Elle met en évidence une "communauté de traumatisme" et de destruction pour toutes les victimes, avec seulement une "différence de degré dans l'échelle de la trahison éthologique" selon Sortnaf.

      Édouard Duran, citant Christine Ang, décrit l'inceste comme un "crime absolument spécifique, un crime contre l'humanité du sujet, un crime généalogique."

      Il explique que "en venant à elle sexuellement, il se refuse à elle comme père.

      C'est une humiliation sociale avant tout par laquelle l'enfant n'a plus de place dans l'histoire des humains."

      Il n'y a "pas d'amour dans l'inceste," comme le souligne Juliette Drouard : "L'excitant ça n'est pas l'amour mais le pouvoir et les fractions."

      5. Le silence, la prescription et la difficile écoute de la parole des victimes

      Le silence est présenté comme un facteur mortifère : "Ce qui tue c'est le silence. C'est de ne pas parler. C'est de ne pas dire, de ne pas pouvoir dire."

      L'extrait du documentaire "Inceste, le dire et l'entendre" illustre le ressenti des victimes : "On t'a juste dit que l'agression sexuelle c'est dehors que ça se passe.

      C'est des étrangers qui peuvent t'attaquer. C'est des étrangers. C'est jamais dedans la famille. Et que tu pressens, tu ressens que quand il t'arrive un truc à l'intérieur de la famille, il faut fermer sa gueule."

      La question de la prescription est abordée. Le ministre de la Justice, Éric Dupond-Moretti, évoque l'allongement du délai de 20 à 30 ans à compter de la majorité depuis 2018.

      Édouard Duran souligne l'importance de cet allongement, car les traumatismes générés par ces violences "ne sont pas cachés dans un passé lointain.

      C'est un présent perpétuel qui s'immisce dans toutes les sphères de l'existence, des plus sociales au plus intimes." Il insiste sur "l'aspiration profonde à ce que justice soit rendue."

      L'expression d'Iris Bray, "Mon corps est une archive vivante de mon inceste," résonne avec cette idée de persistance du traumatisme.

      Malgré une apparente "libération de la parole" dans l'espace public, Juliette Drouard et Édouard Duran soulignent que le tabou reste "absolu" là où l'inceste a lieu.

      Seulement "1000 condamnations" pour "160 000 enfants victimes de violence sexuelle chaque année" révèlent un "système d'impunité des agresseurs."

      Les enfants n'ont pas les outils pour décrire ce qui leur arrive et sont souvent "tués ou resilenciés" lorsqu'ils parlent.

      Édouard Duran révèle que "dans 9 cas sur 10, le confident de l'enfant ne fait rien." Le processus de "silenciation" est au cœur de la stratégie de l'agresseur, qui vise à "imposer le silence à l'enfant victime" et à "contaminer le groupe."

      Julie Doyon nuance l'idée d'un silence absolu en soulignant l'existence de moments passés où l'inceste a été discuté publiquement, comme la fin des années 1980 avec les "dossiers de l'écran."

      Elle insiste sur le fait que le vrai problème n'est peut-être "pas tant de le parler que de l'entendre."

      Elle met en lumière les dynamiques complexes au sein des familles, où le "silence familial n'est pas un bloc monolithique" et où les rôles et statuts des individus influencent la manière dont la parole circule ou est étouffée.

      Conclusion

      Le débat met en lumière une réalité complexe et souvent douloureuse de l'inceste en France.

      Loin d'être un tabou universellement respecté, il est une violence omniprésente, souvent dissimulée par des mécanismes de silence, d'impunité et une certaine "culture" qui minimise ou romantise la souffrance des victimes.

      Les intervenants appellent à une meilleure compréhension historique, juridique et sociétale de l'inceste, une protection accrue des enfants victimes, et une capacité collective à écouter et croire la parole de ceux qui osent briser le silence.

      Numéro de téléphone Inceste : 0805 802 804 (anonyme et gratuit)

    1. Compte Rendu Détaillé : "La culture de l'inceste" sur France Inter

      • Ce document de synthèse analyse les thèmes principaux et les idées clés abordées lors de l'émission de France Inter intitulée "France inter Iris Brey et Juliet Drouar: existe-t-il une culture de l'inceste", diffusée le 8 septembre 2022. L'émission présente l'ouvrage collectif "La culture de l'inceste", un livre rouge décrit comme un "traité, un manifeste, un brûlot", co-écrit par Iris Brey, Juliette Drouar, Sorna Fal, Wendy de Lorn, Dorothée Dussy, Tal Piter Bro Merx et Ovidi.

      1. L'Inceste : Non une Déviance Individuelle, mais un Phénomène Culturel et Systémique

      Le thème central de l'émission et de l'ouvrage est la remise en question de la vision traditionnelle de l'inceste comme une "déviance, d'exception pathologiques, de monstres à la marge".

      Au contraire, les invitées soutiennent que l'inceste est un phénomène "massif" et "systématique" ancré au "cœur même de notre organisation sociale".

      • Statistiques Éffarantes et Témoignages Affluents : Les statistiques sont présentées comme "effarantes", avec "une personne sur 10 en France" victime d'inceste, ce qui représente "7 millions de victimes". Cette ampleur remet en question la notion d'exception.
      • De l'Individu au Système : Iris Brey et Juliette Drouar insistent sur le fait que "les monstres, ça n'existe pas.

      C'est notre société, c'est nous, c'est nos amis, c'est nos pères. C'est ça qu'on doit regarder." La responsabilité est ainsi déplacée de l'individu "monstrueux" vers le collectif et le système social. * Continuité avec la Culture du Viol : Juliette Drouar explique que le terme "culture de l'inceste" est décalqué de l'expression "culture du viol", visant à souligner un aspect "culturel" et non une "exception, une pathologie, une monstruosité". * L'Inceste comme Outil de Domination Patriarcale : L'ouvrage postule que l'inceste est "une expression, c'est une reconduction d'un fonctionnement social qui s'appuie sur l'idée de domination". Iris Brey affirme que c'est un "système qui est mis en place pour que le corps des enfants et que le corps des femmes continue à être dominé par le patriarcat et par les hommes". Les agresseurs, à 76% des hommes, se sentent "autorisé[s] partout et depuis toujours" à agresser le corps "le plus faible".

      2. Le Tabou de l'Inceste : Ne pas Parler, Plutôt que Ne pas Exister

      Les auteures déconstruisent l'idée reçue selon laquelle l'inceste serait un interdit social fondamental.

      Elles affirment que l'inceste n'est pas un tabou dans sa pratique, mais plutôt un tabou dans sa discussion et sa reconnaissance.

      • Critique de Lévi-Strauss : Le célèbre anthropologue Claude Lévi-Strauss est cité pour sa conception de l'interdit de l'inceste comme "socle du contrat social". Cependant, Juliette Drouar rectifie que Lévi-Strauss parlait de l'interdit du mariage avec certains membres de la famille, et non de l'interdit des violences sexuelles. Elle ajoute : "on peut tout à fait se ne pas se marier avec certains membres de sa famille et les violer."
      • L'Omerta et l'Inaccessibilité de la Pensée : Iris Brey souligne l' "omerta et une impossibilité de penser ça" qui rend même les textes de chercheurs sur l'inceste "pas disponibles".
      • Les Enfants Parlent, les Parents n'Entendent pas : Le véritable tabou n'est pas le silence des enfants victimes – "les enfants en parlent" – mais plutôt l'incapacité des adultes à les entendre : "C'est que les parents ne veulent pas entendre ou ne peuvent pas entendre."

        1. La Condition de l'Enfant et le Mythe de la Famille Protectrice

      L'ouvrage met en lumière la vulnérabilité intrinsèque des enfants dans le système social et familial, où leur dépendance est naturalisée et leurs droits sont "déprivés".

      • L'Enfant comme Catégorie Sociale Constituée : Le livre, notamment à travers l'article de Tal Piter Bro Merx, introduit l'idée que les "enfants sont pas une catégorie qui est les mineurs en tout cas sont pas une catégorie naturelle. C'est une catégorie qui a été constituée". Cette catégorie est "complètement déprivée de droit et posé dans une position d'absolue dépendance par rapport aux adultes et leur famille."
      • Privation de Droits et de Crédibilité : Les enfants sont "privé[s] de paroles, privé[s] de crédibilité, privé[s] d'individualité, privé[s] de légitimité". Cette condition de "dépendance matérielle", d'absence de droit de vote ou de représentation, crée les "meilleures conditions pour pouvoir disposer des corps de l'autre".
      • La Famille, Lieu de Risque et non de Protection Naturelle : Contrairement au "mythe qui entoure la famille qui serait extrêmement bienveillante, extrêmement chaleureuse" et "naturellement protect[rice]", les études concordent : "c'est très majoritairement au sein de la famille qu'on lieu ces violences et ses abus sexuels."

      4. Représentations Médiatiques et Culturelles de l'Inceste : Banalisation et Distorsion

      Une part importante de la discussion est consacrée à la manière dont l'inceste est représenté ou non représenté dans la culture populaire, contribuant à sa banalisation et à la culpabilisation des victimes.

      • Le "Séisme Médiatique" et le #MeToo Inceste : Les auteures reviennent sur l'impact des témoignages de personnalités comme Vanessa Springora, Camille Kouchner et Adèle Haenel. Le #MeToo Inceste en France a commencé par des récits de violences sexuelles dans l'enfance, impliquant des "femmes mais aussi d'hommes et aussi de lesbienne, de personnes gay, de personnes trans", comme Mathieu Fouchet avec le #MeToo gay.
      • L'Héritage de "Lolita" : Iris Brey analyse le film de Kubrick, "Lolita", comme une "bascule" culturelle. Le terme "Lolita" est passé dans l'imaginaire collectif, rendant la "jeune fille ... responsable du fait que son beau-père ait envie de coucher avec elle". L'image iconique de Lolita avec ses lunettes en cœur, bien que non issue du film, a contribué à "infuser dans toute la culture populaire" l'idée que l'inceste est "érisé" et souvent imputé à la victime.

      Elle rappelle que la Lolita de Nabokov était "une enfant violée par son beau-père". * Distorsion des Représentations de l'Inceste :Inceste père-fille : Souvent présenté avec la culpabilisation de la jeune fille. * Inceste mère-fils : Souvent "montré comme une démarche d'émancipation, comme une relecture du d'Œdipe". * Inceste frère-sœur : Bien que les plus rares dans la réalité, ils sont "montrés beaucoup dans les séries et notamment dans Game of Thrones comme quelque chose d'érotisé et de normal". * L'Inceste et le Pornographie Grand Public : Ovidi (co-auteure) et Juliette Drouar abordent l'infiltration de l'inceste dans le porno grand public, notamment via le mythe de la "MILF" (Mother I'd Like to F***) qui a évolué vers la "Stepmom" (belle-mère) comme hashtag principal.

      Ce phénomène, initialement américain, s'est "très largement diffusé", banalisant une "représentation érotisée de l'inceste" où les violences sont déniées au profit d'une sexualisation "sexy" et "fun".

      Les auteures déplorent que ces représentations "ne représente[nt] jamais l'inceste comme un acte de violence et de domination".

      5. Une Lutte Collective pour une Pensée Collective

      L'écriture de ce livre est présentée comme une "lutte, un combat", rendue possible uniquement par un effort collectif.

      • Nécessité du Collectif : Iris Brey a eu l'idée du livre en lisant un article de Juliette Drouar sur "la culture de l'inceste" mais ne voulait pas "déplier" ce terme seule. Le collectif était essentiel pour "pousser nos propres réflexions" et pour "se soutenir" face à un sujet "difficile". La "pensée collective est pour moi la seule solution pour qu'on mette les mains un peu dans le camboui et qu'on réfléchisse à qu'est-ce qu'on fait maintenant".
      • Implication Personnelle des Auteures : Iris Brey ouvre l'ouvrage en se présentant comme victime d'inceste, soulignant l'importance de comprendre "d'où je parle" pour les lecteurs.

      Le suicide de Tal Piter Bro Merx pendant l'écriture du livre témoigne de l'épreuve que représente l'engagement sur ce sujet, même dans une approche théorique.

      En conclusion, "La culture de l'inceste" est un ouvrage politique et théorique qui vise à déconstruire les mythes entourant l'inceste, le présentant non pas comme un fait divers isolé, mais comme un symptôme d'un système de domination patriarcale et d'une invisibilisation de la vulnérabilité et des droits des enfants.

      L'émission met en lumière la nécessité d'une prise de conscience collective et d'une relecture critique des représentations culturelles pour démanteler ce système.

    1. You can also create your own instructional videos for students to view at their own pace.

      At first, I did not think this concept would be beneficial at the Elementary level. But, the more I thought about it, I do think it could be utilized within small group activities. Recording a short video explaining an extension activity, or a game, could allow you to focus on the group you are working with while the other students become familiarized with online platforms.

    1. perception that they reward ‘bad’ behaviour, are socially divisive and ineffective, and that they are too easy for participants to manipulate or ‘game’

      This is a valid viewpoint as it could be seen as another way for lazy, unhealthy people to profit off of their bad habits, but at the end of the day, taking the vaccine is better than not taking it regardless of the method

    1. Good of you to say.

      Good of you to say.

      English Explanation

      The phrase "Good of you to say" is a polite acknowledgment, indicating appreciation for a compliment or positive remark made by someone else. In the given context, this expression follows a tense moment in a cricket game, where players and commentators are engaged in a tense discussion about the game. The speaker is responding to a previous comment, showing gratitude while also possibly downplaying their own contribution or significance in the ongoing situation. This reflects a sense of camaraderie and sportsmanship.

      Chinese Explanation

      “好话说得不错”是礼貌地承认,表示对他人所说的赞美或积极评论的感谢。在这个上下文中,这句话出现在一个紧张的板球比赛时刻,选手和评论员们正在进行紧张的讨论。说话者在回应之前的评论,表达感激,同时也可能在谦虚地贬低自己在当前情境中的贡献或重要性。这反映出一种友谊和体育精神的感觉。

    2. cricket tea The excerpt "cricket tea" refers to a traditional social gathering associated with cricket matches, usually held between innings or after a game. During cricket tea, players and spectators enjoy refreshments like sandwiches, cakes, and tea, fostering camaraderie and conversation. The context suggests a discussion among characters, possibly about organizing a cricket match or dealing with a related issue, where "cricket tea" symbolizes a jovial and communal atmosphere.

      在这段摘录中,“cricket tea”指的是与板球比赛相关的传统社交聚会,通常在局间或比赛结束后举行。在“cricket tea”期间,球员和观众享用三明治、蛋糕和茶,增进友谊和交流。上下文暗示角色们在讨论组织板球比赛或处理相关问题,而“cricket tea”象征着一种愉快和社团的氛围。

    3. positively confident.

      positively confident.

      English Explanation

      The phrase "positively confident" expresses a strong sense of assurance and certainty about a situation. In the context of a sports game, it suggests that the speaker feels very hopeful and optimistic about their team's chances to succeed. This mindset is vital in competitive settings, as it can boost morale and performance.

      Chinese Explanation

      “积极自信”这个短语表示对某种情况有强烈的信心和确定性。在运动比赛的背景下,它暗示说话者对自己球队的成功非常有希望和乐观。这种心态在竞争环境中至关重要,因为它可以提升士气和表现。

    1. Author response:

      Public Review

      Joint Public Review:

      This manuscript presents an algorithm for identifying network topologies that exhibit a desired qualitative behaviour, with a particular focus on oscillations. The approach is first demonstrated on 3-node networks, where results can be validated through exhaustive search, and then extended to 5-node networks, where the search space becomes intractable. Network topologies are represented as directed graphs, and their dynamical behaviour is classified using stochastic simulations based on the Gillespie algorithm. To efficiently explore the large design space, the authors employ reinforcement learning via Monte Carlo Tree Search (MCTS), framing circuit design as a sequential decision-making process.

      This work meaningfully extends the range of systems that can be explored in silico to uncover non-linear dynamics and represents a valuable methodological advance for the fields of systems and synthetic biology.

      Strengths

      The evidence presented is strong and compelling. The authors validate their results for 3-node networks through exhaustive search, and the findings for 5-node networks are consistent with previously reported motifs, lending credibility to the approach. The use of reinforcement learning to navigate the vast space of possible topologies is both original and effective, and represents a novel contribution to the field. The algorithm demonstrates convincing efficiency, and the ability to identify robust oscillatory topologies is particularly valuable. Expanding the scale of systems that can be systematically explored in silico marks a significant advance for the study of complex gene regulatory networks.

      Weaknesses

      The principal weakness of the manuscript lies in the interpretation of biological robustness. The authors identify network topologies that sustain oscillatory behaviour despite perturbations to the system or parameters. However, in many cases, this persistence is due to the presence of partially redundant oscillatory motifs within the network. While this observation is interesting and of clear value for circuit design, framing it as evidence of evolutionary robustness may be misleading. The "mutant" systems frequently exhibit altered oscillatory properties, such as changes in frequency or amplitude. From a functional cellular perspective, mere oscillation is insufficient - preservation of specific oscillation characteristics is often essential. This is particularly true in systems like circadian clocks, where misalignment with environmental cycles can have deleterious effects. Robustness, from an evolutionary standpoint, should therefore be framed as the capacity to maintain the functional phenotype, not merely the qualitative behaviour.

      A secondary limitation is that, despite the methodological advances, the scale of the systems explored remains modest. While moving from 3- to 5-node systems is non-trivial, five elements still represent a relatively small network. It is somewhat surprising that the algorithm does not scale further, particularly when considering the performance of MCTS in other domains - for instance, modern chess engines routinely explore far larger decision trees. A discussion on current performance bottlenecks and potential avenues for improving scalability would be valuable.

      Finally, it is worth noting that the emergence of oscillations in a model often depends not only on the topology but also critically on parameter choices and the nature of the nonlinearities. The use of Hill functions and high Hill coefficients is a common strategy to induce oscillatory dynamics. Thus, the reported results should be interpreted within the context of the modelling assumptions and parameter regimes employed in the simulations.

      We thank the reviewers for their careful consideration of our work and for the interesting feedback and scientific discussion. We are working on a revised text based on their recommendations, which will include some of the discussion below.

      This work meaningfully extends the range of systems that can be explored in silico to uncover non-linear dynamics and represents a valuable methodological advance for the fields of systems and synthetic biology.

      We thank the reviewers for their positive assessment of our work’s impact!

      The use of reinforcement learning to navigate the vast space of possible topologies is both original and effective, and represents a novel contribution to the field. The algorithm demonstrates convincing efficiency, and the ability to identify robust oscillatory topologies is particularly valuable. Expanding the scale of systems that can be systematically explored in silico marks a significant advance for the study of complex gene regulatory networks.

      We appreciate these kind comments about our work’s merits. We are excited to share our reinforcement learning (RL) based method with the fields of systems and synthetic biology, and we consider it a valuable tool for the systematic analysis and design of larger-scale regulatory networks!

      The principal weakness of the manuscript lies in the interpretation of biological robustness. The authors identify network topologies that sustain oscillatory behaviour despite perturbations to the system or parameters… [However, these] "mutant" systems frequently exhibit altered oscillatory properties, such as changes in frequency or amplitude. From a functional cellular perspective, mere oscillation is insufficient - preservation of specific oscillation characteristics is often essential. This is particularly true in systems like circadian clocks, where misalignment with environmental cycles can have deleterious effects. Robustness, from an evolutionary standpoint, should therefore be framed as the capacity to maintain the functional phenotype, not merely the qualitative behaviour.

      We thank the reviewers for their attention to this point. In the large-scale circuit search, summarized in Figures 4A and 4B, we ran a search for 5-component oscillators that can spontaneously oscillate even when subjected to the deletion of a random gene. Some of the best performing circuits under these conditions exhibited a design feature we call “motif multiplexing,” in which multiple smaller motifs are interleaved in a way that makes oscillation possible under many different mutational scenarios. Interestingly, despite not selecting for preservation of frequency, the 3Ai+3Rep circuit (a 5-gene circuit highlighted in Figure 5) anecdotally appears to have a natural frequency that is robust to partial gene knockdowns, although not to complete gene deletions. As shown in Figure 5C, this circuit has a natural frequency of 6 cycles/hr (with one particular parameterization), and it can sustain a knockdown of any of its 5 genes to 50% of the wild-type transcription rate without altering the natural frequency by more than 20%.

      However, we agree that there are salient differences between this training scenario and natural evolution. The revised text will clarify that these differences limit what conclusions can be drawn about biological evolution by analogy. As the reviewers point out, we use the presence of spontaneous oscillations (with or without the deletion) as a measure of fitness, regardless of frequency, so as to screen for designs with promising behavior. Also, the deletion mutations introduced during training likely represent larger perturbations to the system than a typical mutation encountered during genome replication (for example, a point mutation in a response element leading to a moderate change in binding affinity). Finally, we do not introduce any entrainment. Real circadian oscillators are aligned to a 24-hour period (“entrained”) by environmental inputs such as light and temperature. For this reason, natural circadian clocks may have natural frequencies that are slightly shorter or longer than 24 hours, although a close proximity to the 24-hour period does seem to be an important selective factor [1].

      ...despite the methodological advances, the scale of the systems explored remains modest. While moving from 3- to 5-node systems is non-trivial, five elements still represent a relatively small network. It is somewhat surprising that the algorithm does not scale further, particularly when considering the performance of MCTS in other domains - for instance, modern chess engines routinely explore far larger decision trees. A discussion on current performance bottlenecks and potential avenues for improving scalability would be valuable.

      We thank the reviewers for their attention to this point. The main limitation we encountered to exploring circuits with more than 5 nodes in this work was the poor computational scaling of the Gillespie stochastic simulation algorithm, rather than a limitation of MCTS itself. While the average runtime of a 3-node circuit simulation was roughly 7 seconds, this number increased to 18-20 seconds with 5-node circuits. For this reason, we limited the search to topologies with ≤15 interaction arrows (15 sec/simulation). In general, the simulation time was proportional to the square of the number of transcription factors (TFs). We will revise the text to include the reason for stopping at 5 nodes, which is significant for understanding CircuiTree’s scaling properties.

      With regards to scaling, an important advantage of CircuiTree is its ability to generate useful candidate designs after exploring only a portion of the search space. Like exhaustive search, given enough time, MCTS will comprehensively explore the search space and find all possible solutions. However, for large search spaces, RL-based agents are generally given a finite number of simulations (or time) to learn as much as possible.

      Across machine learning (ML) applications [2] and particularly with RL models [3], this training time tends to obey a power law with respect to the underlying complexity of the problem. Thus we can use the complexity of the 3-node and 5-node searches to infer the current scaling limits of CircuiTree. The first oscillator topology was discovered after 2,280 simulations for the 3-node search, and in the 5-node search, the first oscillator using 5 nodes appeared at ~8e5 simulations, resulting in a power law of Y ~ 84.4 X<sup>0.333</sup>. Thus, useful candidate designs may be found for 6-node and 7-node searches after 4.5e7 and 5.26e9 simulations, respectively, even though these spaces contain 1.5e17 and 2.5e23 topologies, respectively. Thus, running a 7-node search with the current implementation of CircuiTree would require resources close to the current boundaries of computation, requiring roughly 1.8 million CPU-hours, or 2 weeks on 5,000 CPUs, assuming a 1-second simulation. These points will be incorporated into both the results and discussion sections in our revised text.

      However, we are optimistic about CircuiTree’s potential to scale to much larger circuits with modifications to its algorithm. CircuiTree uses the original (so-called “vanilla”) implementation of MCTS, which has not been used in professional game-playing AIs in over a decade. Contemporary RL-based game-playing engines leverage deep neural networks to dramatically reduce the training time, using value networks to identify game-winning positions and policy networks to find game-winning moves. AlphaZero, developed by Google DeepMind to learn games by self-play and without domain knowledge, outperformed all other chess AIs after 44 million training games, much smaller than the 10^43 possible chess states [4]. Similarly, the game of go has 10<sup>170</sup> possible states, but AlphaZero outperformed other AIs after only 140 million games [4]. Large circuits live in similarly large search spaces; for example, 19-node and 20-node circuits represent spaces of 10<sup>172</sup> and 10<sup>190</sup> possible topologies. The revised text will include this discussion and identify value and policy networks, as well as more scalable simulation paradigms such as ODEs and neural ODEs, as our future directions for improving CircuiTree’s scalability.

      Finally, our revised discussion will note some important differences between game-playing and biological circuit design. Unlike deterministic games like chess, the final value of a circuit topology is determined stochastically, by running a simulation whose fitness depends on the parameter set and initial conditions. Thus, state-for-state, it is possible that training an agent for circuit design may inherently require more simulations to achieve the same level of certainty compared to classical games. Additionally, while we often possess a priori knowledge about a game such as its overall difficulty or certain known strategies, we lack this frame of reference when searching for circuit designs. Thus, it remains challenging to know if and when a large space of designs has been “satisfactorily” or “comprehensively” searched, since the answer depends on data that are unknown, namely the quantity, quality, and location of solutions residing in the search space.

      Not accounting for redundancy due to structural symmetries

      Finally, it is worth noting that the emergence of oscillations in a model often depends not only on the topology but also critically on parameter choices and the nature of the nonlinearities. The use of Hill functions and high Hill coefficients is a common strategy to induce oscillatory dynamics. Thus, the reported results should be interpreted within the context of the modelling assumptions and parameter regimes employed in the simulations.

      In our dynamical modeling of transcription factor (TF) networks, we do not rely on continuum assumptions about promoter occupancy such as Hill functions. Rather, we model each reaction - transcription, translation, TF binding/unbinding, and degradation - explicitly, and individual molecules appear and disappear via stochastic birth and death events. Many natural TFs are homodimers that bind cooperatively to regulate transcription; similarly, we assume that pairs of TFs bind more stably to their response element than individual TFs. Thus, our model has similar cooperativity to a Hill function, and it can be shown that in the continuum limit, the effective Hill coefficient is always ≤2. Our revision will clarify this aspect of the modeling and include a derivation of this property. Currently, the parameter values used in the figures are shown in Table 2. In the revised text, these will be displayed in the body of the text as well for clarity.

      Bibliography (1) Spoelstra, K., Wikelski, M., Daan, S., Loudon, A. S. I., & Hau, M. (2015). Natural selection against a circadian clock gene mutation in mice. PNAS, 113(3), 686–691. https://doi.org/https://doi.org/10.1073/pnas.1516442113<br /> (2) Neumann, O., & Gros, C. (2023). Scaling Laws for a Multi-Agent Reinforcement Learning Model. The Eleventh International Conference on Learning Representations. Retrieved from https://openreview.net/forum?id=ZrEbzL9eQ3W (3) Jones, A. L. (2021). Scaling Scaling Laws with Board Games. arXiv [Cs.LG]. Retrieved from http://arxiv.org/abs/2104.03113 (4) Silver, D., Hubert, T., Schrittwieser, J., Antonoglou, I., Lai, M., Guez, A., Lanctot, M., Sifre, L., Kumaran, D., Graepel, T., Lillicrap, T., Simonyan, K., & Hassabis, D. (2018). A general reinforcement learning algorithm that Masters Chess, Shogi, and go through self-play. Science, 362(6419), 1140–1144. https://doi.org/10.1126/science.aar6404

    1. In the constantly evolving field of AI, startups are constantly striving to stay competitive. But while large corporations can afford to train and run massive models like GPT-4 or BERT, startups often face limitations in terms of budget, compute alternatives that are cost-efficient, resource-friendly, and capable of delivering real-world results.Techniques such as LoRA (Low-Rank Adaptation), PEFT (Parameter-Efficient Fine-Tuning), quantization, model pruning, and knowledge distillation have emerged as game-changers for startups that want to innovate without burning through capital. We dive deep into these lightweight AI techniques and methods, explaining how each one works and why every startup should consider integrating them into their AI strategy.

      Discover lightweight AI techniques for startups to build smart, scalable, and cost-effective applications. Learn how to implement efficient AI with limited resources.

    1. reply to u/TypewriterJustice at https://old.reddit.com/r/typewriters/comments/1lbjr5f/sorry_to_say/mxunsb6/

      I think the real crime here was the quote of $200 for all this work. $200 should just barely cover the recovered platen, rollers, and new feet with any margin. The full clean, oil, and adjust is a few more hours at $40-75/hour and that's not even getting to the parts or labor on the tougher troubleshooting and repair portions. With this rough diagnosis and potential issues, I (and many others I'm sure) would be quoting closer to $500-600 for a refurbish job at this level.

      Living in the LA area, I'm blessed to have 7 shops within a reasonable drive, but if I put a machine into the queue at most of them it'd be a two or three month's wait time at the very best. Most of them have been at the game for decades much less in the midst of also recently setting up a brick and mortar shop.

      As a point of comparison, Lucas Dul publishes his wait list on his website (currently 84 people) where he states "Average repair cost is $300-350 for general cleaning, service, and minor repairs. Average turnaround time is 2-3 weeks." Perhaps Charlie might benefit from creating a wait list and not taking machines into the shop until his time and attention can turn directly to them?

      It's not often addressed here in this fora how much one should expect to either pay or wait for repair services which aren't evenly distributed across the United States and likely even less so in many other countries. In the broader scheme of things, I think that you get a far better deal at professional shops than you're going to find within the broader public of so-called typewriter sellers (antique shops, thrift stores, etc.)

      As a point of reference, I'm an advanced hobbyist with my own garage-based shop for my personal collection and even I get one or two queries a week about repairing or restoring the machines of others, so I'm at least reasonably aware of what some of the wait times can look like. I wish I had the time or stock of parts machines to do more than a handful of friends and family repairs on top of my own personal repair work.

      Sadly, at the end of the day, it sounds like both sides were potentially not good at communicating expectations about how long repairs would take. If nothing else we should all be sharing more details about these issues to help level set how this all works for the broader typewriter community.

    1. research is about the long game

      Indeed—which should really cast the norms around scientific computing in stark light as being clearly the wrong way to go about doing things. (Which itself isn't to say that there's anything special about scientific computing here—there are plenty of programmers (working on open source or otherwise) that get things just as wrong. Most of them, even. It's virtually everyone.)