10,000 Matching Annotations
  1. Nov 2020
    1. Pablo grows the traditional Maize and beans to support his family but he also dedicates part of his land to grow non-traditional crops (mainly broccoli), as a way to make more money as it is demanded by the market and the cash helps his family and pocket. These two examples are enough to make a connection from the desire for broccoli to the different layers about the production of broccoli. First off economic relation is tackled here because Pablo grows broccoli in an attempt to make more money, this money is reimbursed into his pockets which is put toward his family and even his farm. The economic relation of getting more money is intertwined with Pablo’s desire to grow broccoli. In this article, desire is defined as a strong feeling of wanting something, and the motivation to keep on going even when needs are being satisfied. Pablo isn’t poor and is doing alright, yet he still grows broccoli and even sacrifices some land of traditional crops for broccoli. He has a desire so big that he plays a dangerous game by growing non-traditional crops that could potentially lead him to fail. Susan is also affected by desire but also ambition as she wants to live a more healthy lifestyle. She wants to eat good and in the process of this, she desires broccoli. Her health-conscious desires are linked to her ambition to eat better, her personal morals, and furthermore, as a consumer, she benefits because the market produces broccoli year-round. 

      This paragraph would benefit from some organizational work, in addition to the other more specific comments I've made. You switch back and forth between Pablo and Susan but the reader never gets a full picture of either one, nor how they relate to the connection you (rightly) say Benson and Fischer are making between desire and broccoli production.

    1. Plus, the holidays are upon us, which means a spike in gatherings of people who do not otherwise see one another. Such get-togethers, especially if they are multigenerational, can spark more outbreaks. I take no joy in saying this, but all of this means that any gathering outside one’s existing quarantine pod should be avoided for now—especially if it is indoors. Think of it as a postponement and plan to hold it later. Better a late Christmas than an early medical catastrophe. Pods should not expand unless absolutely necessary. Order takeout instead of dining indoors. Make game night virtual. Shop in bulk, so you can do fewer trips to the store. It’s not the right time for wedding receptions or birthday parties.

      There are so many good points here, but this isn't new information. People can read or hear this kind of thing, but they may be convinced the virus is a hoax or been blown out of proportion to harm Trump.

      Not sure what anyone can do when so many people seem to feel the same way.

    2. Doctors and nurses have much more expertise in managing cases even in using nonmedical interventions like proning, which can improve patients’ breathing capacity simply by positioning them facedown. Health-care workers are also practicing fortified infection-control protocols, including universal masking in medical settingsOur testing capacity has greatly expanded, and people are getting their results much more quickly. We may soon get cheaper, saliva-based rapid tests that people can administer on their own, itself a potential game changer.

      Similarly good news, but long-term effects persist in some patients, I think. Again, people may see all the good news as reason to ignore social distancing and mask rules.

    3. Pfizer and BioNTech have announced a stunning success rate in their early Phase 3 vaccine trials—if it holds up, it will be a game changer. Treatments have gotten better too. A monoclonal antibody drug—similar to what President Donald Trump and the former Governor Chris Christie received—just earned emergency-use authorization from the FDA. Dexamethasone—a cheap, generic corticosteroid—cut the death rate by a third for severe COVID-19 cases in a clinical trial.

      This is really good news, but wasn't the Pfizer news just a press release from the company? There may still be a decent room to be skeptical of its efficacy or potential impact, but people generally may view it as a silver bullet.

    1. (VR) with the physical world. A recent application, offered by Schell Games, uses technology from Disney and Lenovo to bring Darth Vader into your living room—your actual living room. In the game Jedi Challenges, users with a smartphone-enabled headset, a lightsaber controller, and a tracking beacon can engage the life-sized movie villain in a lightsaber battle

      interesting

    1. Video game companies have no real reason to have good representation for people of color, women, and the LGBT community because most gamers are white straight males however that is changing more and more minorities are joining The gaming community and soon video game companies will have to face this problem.

      this seems an alttogether different thread

    2. ludic gain and often at the expense of their own in-game characters. Griefing can manifest as hate speech, team-killing, virtual rape, unprovoked violence, or theft of virtual currency or items. Griefers are often powerful players, trolls

      please break this down and explain I'm sensing a pattern of quoting at length with little commentary on your part. These quotations are taking over your draft.

    3. Peckford, Ashley. “Right Wing Extremism in a Video Game Community? A Qualitative Content Analysis Exploring the Discourse of the Reddit GamerGate Community r/KotakuInAction.” A Closer Look in Unusual Times: Criminological Perspectives from Crim 862, Crim 862, 2020, p. 180. Google Scholar, https://www.sfu.ca/~palys/ACloserLookInUnusualTimes-2020-HR.pdf#page=71.

      Is this source peer reviewed? how do you know? Please use databases to make sure you have peer reviewed sources (three). Interview?

    1. 428their role in climate change-related emissions and carbon sequestration (canadell and raupach 2008), the biodiversity they contain, and their con-tribution to rural livelihoods in developing countries. a “favorite” policy rec-ommendation for protecting forests and biodiversity is government-owned protected areas (terborgh 1999). in an effort to examine whether govern-ment ownership of protected areas is a necessary condition for improving forest density, hayes (2006) used ifri data to compare the rating of forest density (on a five-point scale) assigned to a forest by the forester or ecologist who had supervised the forest mensuration of trees, shrubs, and ground-cover in a random sample of forest plots.9of the 163 forests included in the analysis, 76 were government-owned forestslegally designated asprotected forestsand 87 were public, private, or communally owned forested lands used for a diversity of purposes. no statistical difference existed between the forest density in officially designated protected areas versus other forested areas. Gibson, Williams, and ostrom (2005) examined the monitoring behav-ior of 178 forest user groups and found a strong correlation between the level of monitoring and a forester’s assessment of forest density even when controlling for whether users were formally organized, whether the users were heavily dependent on a forest, and the level of social capital within a group.chhatre and agrawal (2008) have now examined the changes in the condition of 152 forests under diverse governance arrangements as affected by the size of the forest, collective action around forests related to improve-ment activities, size of the user group, and the dependence of local users on a forest. they found that “forests with a higher probability of regeneration are likely to be small to medium in size with low levels of subsistence depen-dence, low commercial value, high levels of local enforcement, and strong collective action for improving the quality of the forest” (ibid.: 1327). in a second major analysis, chhatre and agrawal (2009) focus on factors that affect tradeoffs and synergies between the level of carbon storage in forests and their contributions to livelihoods. they find that larger forests are more effective in enhancing both carbon and livelihoods outcomes, particularly when local communities also have high levels of rule-making autonomy.

      they found that “forests with a higher probability of regeneration are likely to be small to medium in size with low levels of subsistence depen-dence, low commercial value, high levels of local enforcement, and strong collective action for improving the quality of the forest”

      That's not exactly surprising giving basic game theoretic intuitions e.g. smaller => less collective action challenges, low commercial value => less incentive to cut down etc.

    2. in cPr dilemmas where individuals do not know one another, cannot communicate effectively, and thus cannot develop agreements, norms, and sanctions, aggregate predictions derived from models of rational individuals in a noncooperative game receive substantial support. these are sparse environments and full rationality appears to be a reasonable assumption in them. (e. ostrom, Gardner, and Walker 1994: 319)

      It is interesting to think of the factors that make this more of less likely e.g. larger groups will make it more likely people do not know each other; societies with high geographic mobility will make it more likely people don't know each other; strong, shared culture will make it more likely people can develop agreements, norms and sanctions and enforce them (so e.g. a common strong religion such as in New England in 17th c will make collective action easie etc).

    3. 4. are rational individUals helPlessly traPPed in social dileMMas?the classic assumptions about rational individuals facing a dichotomy of or-ganizational forms and of goods hide the potentially productive efforts of in-dividuals and groups to organize and solve social dilemmas such as the over-harvesting of common-pool resources and the underprovision of local public goods. the classic models have been used to view those who are involved in a Prisoner’s dilemma game or other social dilemmas as always trapped in the situation without capabilities to change the structure themselves. this ana-lytical step was a retrogressive step in the theories used to analyze the human condition. Whether or not the individuals who are in a situation have capaci-ties to transform the external variables affecting their own situation varies dramatically from one situation to the next. it is an empirical condition that varies from situation to situation rather than a logical universality. Public in-vestigators purposely keep prisoners separated so they cannot communicate. the users of a common-pool resource are not so limited

      Basic PD is limited as it ignores everything we can do from structures to culture to address it.

      So formulated I think this is less a limitation of PD than simply demonstrating the creative ways we solve basic PD - or solve coordination problems in general.

      Ostrom's target here seems to be the "central plannerish" models where collective action issues must be solved by "external officials", cf her next paragraph:

      When analysts perceive the human beings they model as being trapped inside perverse situations, they then assume that other human beings ex-ternal to those involved – scholars and public officials – are able to analyze 417the situation, ascertain why counterproductive outcomes are reached, and posit what changes in the rules-in-use will enable participants to improve out-comes. then, external officials are expected to impose an optimal set of rules on those individuals involved. it is assumed that the momentum for change must come from outside the situation rather than from the self-reflection and creativity of those within a situation to restructure their own patterns of interaction.

      This seems to me, at least now, as somewhat of a tangential problem. The really interesting thing is simply where we can usefully investigate whether there are common factors influencing whether a group does effectively manage collective action problems (and collective resources) -- and when they don't.

    1. PlatinumParagon.info “How Video Games Can Help Anxiety.” http://platinumparagon.info/gaming-helps-anxiety/#:~:text=Video%20games%20appear%20to%20be,busy%20playing%20to%20injure%20ourselves. ProjectKnow.com “The Benefit of Video Games.” https://www.projectknow.com/blog/feeling-alcohol-cravings-play-a-game-of-tetris/ bbc.com “Video Games Help Reading in Children with Dyslexia.” https://www.bbc.com/news/health-21619592#:~:text=Playing%20video%20games%20may%20help,their%20reading%20skills%2C%20research%20suggests.&text=Their%20work%20builds%20on%20ear

      no authors?

    2. Arizona.edu blog “game changer video games and real world problem solving.” https://it.arizona.edu/blog/game-changer-video-games-and-real-world-problem-solving-part-one

      not in MLA format: needing author, date of pub

    1. . The materials included in-game communications, reviews and books. All that reading may also be helping players improve their writing. About 3 in 5 (62.5%) young people who play video games also write something related to gaming

      interesting

    2. d The influence of violent video game enjoyment on hostile attributions conducted by James Alex Bonus,  Alanna Peebles and Karyn Riddle.

      I appreciate your introducing the source but for now you need only give the name and leave the title for your Works Cited list

    3. *Bonus, James Alex, et al. “The Influence of Violent Video Game Enjoyment on Hostile Attributions.” Computers in Human Behavior, vol. 52, Nov. 2015, pp. 472–483. EBSCOhost, doi:10.1016/j.chb.2015.05.044.

      I am pleased to see peer reviewed articles from databases in this list

    1. Following the TED Talks of game designer Jane McGonigal, in the presentation on ‘’The game that can give you 10 extra years of life’’, she mentions that after suffering a traumatic brain concussion and seeing herself struggle with lack of focus and determination, began decided to develop a different game genre.

      I sense the need for a smoother transition and/or topic sentence

    2. Sources: McGonigal, J. (2008). ‘’The game that can give you 10 extra years of life’’ Retrieved from <https://www.ted.com/talks/jane_mcgonigal_the_game_that_can_give_you_10_extra_years_of_life> viewed 21/10/2020   McGonigal, J. (2010) ‘’Why we are better in games than we are in real life’’ Retrieved from https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world?language=en#t-396858>  viewed  17/10/2020 Rense, S. (2017) Playing Video Games could help prevent Alzimer’s. Retrieved from <https://www.esquire.com/lifestyle/health/a14379049/video-games-prevent-alzheimers/Dec,7,2017> viewed 20/10/2020 ATKINS, R. ArtSpeak: A Guide to Contemporary Ideas, Movements, and Buzzwords, 1945 to the Present. New York / London: (2013) Abbeville Press Publishers. ATKINS, B. More than a game, the computer game as fictional form, (2003) Manchester University Press. GRIFFITH, M. Education and Health. Vol 20.3 (2002) GOUVEIA, P. Fiction and Embrodiment Augmented reality, (2008) Phd thesis, University Nova of Lisbon. GUNTHER, B. Psychological Effects of Video Games in Handbook of Computer Game Studies, (edit Joost Raessens & Jeffrey Goldstein), (2005) Cambridge, Mass.: MIT Press, pp. 145-60. MEADOWS, M. S. I, Avatar, The Culture and Consequences of Having a Second Life, (2008) New Rid

      Please use MLA format rather than APA. And please indicate use of databases.

    1. Daily, S. (2016). Video game playing negatively influences adequate sleep and bedtimes. American Academy of Sleep Medicine. Faustin Armel Etindele Sosso, D. J. (2018). Insomnia and problematic gaming: A study in 9 low- and middle-income. Foundation, T. N. (n.d.). Screen Time and Insomnia: What It Means for Teens. TheSleepFoundation.org. Mark R. Rosekind, P. ,. (2010). Insomnia Risks and Costs: Health, Safety, and Quality of Life. AMJC. Shanley, P. (2020). Gaming Usage Up 75 Percent Amid Coronavirus Outbreak, Verizon Reports. Hollywood Reporter. Suni, E. (2020). What Causes Insomnia? The Sleep Foundation.

      Please use MLA format (rather than APA) and include three peer reviewed sources and one interview that you've conducted.

    1. the user feels a reflection of the narrator's described loss of grasp and control.

      Nice vivid description of scene and again relation to theme. Also the video is extremely helpful for getting someone who has never played the game oriented with the work.

    1. Fast-forward a few years, and Discord is at the center of the gaming universe. It has more than 100 million monthly active users, in millions of communities for every game and player imaginable. Its largest servers have millions of members. Discord's slowly building a business around all that popularity, too, and is now undergoing a big pivot: It's pushing to turn the platform into a communication tool not just for gamers, but for everyone from study groups to sneakerheads to gardening enthusiasts. Five years in, Discord's just now realizing it may have stumbled into something like the future of the internet. Almost by accident.

      Discord is a new social for gamers

    1. DO: Figure out work preferences. To put the Silver Rule to work, you’ll want to figure out, well, what others truly like. I call these “work preferences” – the proclivities, leanings, and habits of how we all like to work. To encourage positive team morale, you’ll want to ask your team members what their work preferences are, particularly around social events, before you mandate that they all need to show up for the Friday online game activity. Start with these work preference questions: Where on the spectrum of an extrovert to introvert would you place yourself?How much social interaction do you typically enjoy at work?What’s your biggest work-related pet peeves?What does “work-life balance” mean to you? We automatically ask these Work Preference Questions and more in our Icebreakers feature in Know Your Team. Give is a shot and ask your own Work Preference Survey to your team today.

      [[12 practices for how to build team morale remotely]]

    1. Fortnite’s monetization model is based on cosmetics: The skin your character wears; the looks of your glider and the tools you use; the way your character dances (emotes) – all of these are signaling amplifiers with different signal messages to uniquely express yourself in the game. And you have to purchase them

      Julian posits that Fortnite's revenue model is also based on signalling. People buy cosmetic upgrades to their character like your tools, your skin color etc.

    1. dents. Players designed courses around themes, such as “Give Peace a Chance,” the course that requires players to win without waging war. In each course, players downloaded a common saved game file (created with the editor), took notes on their play, took screenshots illustrating their play, and posted these notes and screenshots in the form of During-Action-Reports. Most reports followed a format of posting a short narrative to

      CIV is a great example of PBL. The victory condition are determine by the style of play. At the begin of the game all conditions are likely, but player choices make some conditions more likely and other very difficult to achieve, Peace and Cultural victories are very difficult. They require a detail knowledge of the game mechanics.

      I'm thinking about variable victory condition for my project as well.

    2. viously participated in a “best of the best” activity in which players used stock editing tools to “rewrite” the rules so as to produce the most playable, accurate, well-balanced game possible. In short, they were unsatisfied with the stock game as it came “out-of-the-box” and wanted to fix it. The fact that Civ3 ships with an editor that enables players to rewrite its rules made this possible.Within a few weeks, the community gr

      I would say "cheat" I'd played CIV II through NOW (CIV VI) and the only time I used that editor was to cheat the system not "fix" it.

      CIV - has a high learning curve and is very rewarding in game play and cultural exposure, one mastered.

    1. Main idea: We only care about how the agent affects our abilities to pursue different goals (our AU landscape) in the two-player game, and not how that happens. AI alignment subproblems (such as corrigibility, intent alignment, low impact, and mild optimization) are all instrumental avenues for making AIs which affect this AU landscape in specific desirable ways.

      Prediction

    1. In 1958, prior to a post-season exhibition game at Yankee Stadium between teams managed by Willie Mays (National League) and Mickey Mantle (American League), Plimpton pitched against the National League. His experience was captured in the book Out of My League. (He intended to face both line-ups, but tired badly and was relieved by Ralph Houk.) Plimpton sparred for three rounds with boxing greats Archie Moore and Sugar Ray Robinson while on assignment for Sports Illustrated.[citation needed] In 1963, Plimpton attended preseason training with the Detroit Lions of the National Football League as a backup quarterback, and he ran a few plays in an intrasquad scrimmage. These events were recalled in his best-known book Paper Lion, which was later adapted into a 1968 feature film starring Alan Alda. Plimpton revisited pro football in 1971,[17] this time joining the Baltimore Colts and seeing action in an exhibition game against his previous team, the Lions. These experiences served as the basis of another football book, Mad Ducks and Bears, although much of the book dealt with the off-field escapades and observations of football friends Alex Karras ("Mad Duck") and John Gordy ("Bear").[18] Another sports book, Open Net, saw him train as an ice hockey goalie with the Boston Bruins, even playing part of a National Hockey League preseason game

      This narrative shows how successful he was in his sports career. He did all kinds of things.

    1. It would be a dereliction of duty

      No, it would be precisely his duty to try to bring a whole country together. This isn't a zero sum game. No one wins if it's a game of hurting each other each election cycle.

    1. Instead, I want to make a seemingly obvious game theoretical point. In a country with a balance of power between two or more parties, nobody but the most cavalier ideologues are going to stick their necks out for “The Resistance” when they know that there is a high probability that a Trumpist DoJ could subsequently prosecute them. (For that matter, several Chicago poll workers were convicted and went to jail in 1962). To enact large-scale fraud, you need to convince underlings to collude, but this only happens if they can be sure that they will not be put out to grass later. The GOP can’t credibly offer such guarantees, so there won’t be many people rushing to stick out their neck out for Trump. This also works in reverse, which is why back in August, I similarly dismissed Resistance fantasies that the Bad Orange Man will orchestra mass electoral fraud to keep himself in power:

      Here Anatoly Karlin makes a game theoretical argument that in a system with two or more adversarial, equally powerful parties, there's a self-preservationist incentive not to take a risk with something like voter fraud. The risk being, that the other party might find out and prosecute you.

      To be able to pull it off you need to be able to make guarantees that the colluders won't be prosecuted, and neither party can make such guarantees.

    1. I know Donald’s very praiseworthy of Vladimir Putin, but Putin is playing a really… [crosstalk] …tough, long game here. And one of the things he’s done is to let loose cyber attackers to hack into government files, to hack into personal files, hack into the Democratic National Committee.

      Connecting opponent to an enemy of the US to discredit him

    1. That is, most people judge that you can have free will and be responsible for your actions even if all of your decisions and actions are entirely caused by earlier events in accord with natural laws

      While this may seem contradictory, I do see the point it is trying to make. I think this view of free will is like a role-playing game like Mass Effect. Every choice that the player can make is already predefined, but the player still decides which path to go down - even if it's already set.

    Annotators

    1. This reduced user friction has begun to extend the implicit threat that used to come with federated services into centralized services as well. Where as before you could switch hosts, or even decide to run your own server, now users are simply switching entire networks.

      The implicit threat of federated architectures is also emerging in centralized services. It emerges there because the core of the social network, the address book, is saved locally (i.e. federated). This makes it easy for users to switch networks, and this ease keeps the providers honest.

    2. Given that federated services always seem to coalesce around a provider that the bulk of people use, federation becomes a sort of implicit threat. Nobody really wants to run their own servers, but they know that it might be possible if their current host does something egregious enough to make it worth the effort.

      The implicit threat of federation

      In a federated architecture, most users tend to coalesce around one provider. Few actually want to run their own server, but the fact that that option exists, acts as an implicit threat which keeps the current host honest.

    1. what's needed for the adoption is the digital trust and the simplification of design 00:38:27 and so with our approach you know we think about how does it blend into the game and enhance the game and how does it um you know improve the business of the game developer these are all key things for adoption um 00:38:40 so so we're working on a standard called artifact which is really going to support this concept of designer skins when brands and artists and creators start creating 00:38:53 their own skins and selling those in marketplaces

      Keys for adoption

      • digital trust
      • simplification of design
      • artifact standard
      • improve the business of the game developer
    2. we don't just play games we live in game 00:35:44 spaces all the time and technology is starting to sort of layer or shrink wrap over that concept and so all of our application design and all of our future technology 00:35:55 designed needs to inform this idea that we live life as a game and there are ways to set milestones within that you know you have things uh like all kinds of experimental game design

      shrink wrap over the concept of we live in a game

    1. We define two different reward structures: ternary1(win) /0(tie) /−1(loss) received at the endof a game (with all-zero rewards during the game), and Blizzard score. The ternary win/tie/lossscore is the real reward that we care about. The Blizzard score is the score seen by players on thevictory screen at the end of the game. While players can only see this score at the end of the game, weprovide access to the running Blizzard score at every step during the game so that the change in scorecan be used as a reward for reinforcement learning. It is computed as the sum of current resourcesand upgrades researched, as well as units and buildings currently alive and being built. This meansthat the player’s cumulative reward increases with more mined resources, decreases when losingunits/buildings, and all other actions (training units, building buildings, and researching) do notaffect it. The Blizzard score is not zero-sum since it is player-centric, it is far less sparse than theternary reward signal, and it correlates to some extent with winning or losing.

      dynalist 정리

    2. To win a game, a player must: 1. Accumulateresources (minerals and vespene gas), 2. Construct production buildings, 3. Amass an army, and4. Eliminate all of the opponent’s buildings. A game typically lasts from a few minutes to onehour, and early actions taken in the game (e.g., which buildings and units are built) have long termconsequences. Players have imperfect information since they can typically only see the portion ofthe map where they have units. If they want to understand and react to their opponent’s strategy theymust send units to scout. As we describe later in this section, the action space is also quite uniqueand challenging.
    3. These games offer multiple advantages: 1. They have clearobjective measures of success; 2. Computer games typically output rich streams of observationaldata, which are ideal inputs for deep networks; 3. They are externally defined to be difficult andinteresting for a human to play. This ensures that the challenge itself is not tuned by the researcherto make the problem easier for the algorithms being developed; 4. Games are designed to be runanywhere with the same interface and game dynamics, making it easy to share a challenge precisely

      dynalist 정리

    4. We describe the observation, action, and rewardspecification for the StarCraft II domain and provide an open source Python-basedinterface for communicating with the game engine.

      ㅁㅁ

    1. Using larvae to eliminate food waste at this scale could be an ecological game-changer. A 2011 U.N. report detailed how rotting food emits millions of tons of carbon dioxide into the atmosphere, accounting for about 7 percent of the world’s greenhouse gas emissions. But when maggots consume food waste, they take all that carbon with them.

      Black soldier flies will eliminate food waste, which will in turn, eat up millions of tons of carbon dioxide that it would have inevitably turned into if left untouched; furthermore, according to a U.N. report about 7 percent of the worlds greenhouse gas emissions are from rotting food which could be reduced if these flies could consume and later turn to protein.

    1. In the game, players take on the role of a fake newsproducer and learn to master six documented techniques commonly used in the productionof misinformation: polarisation, invoking emotions, spreading conspiracy theories, trollingpeople online, deflecting blame, and impersonating fake accounts

      Becoming an expert in a task can help one pick up on patterns within that domain. If you are quickly able to recognize patterns and can associate those patterns with your expertise of creating misinformation, you can quickly realize that the information you are seeing is misinformation.

    Annotators

    1. The colon (:) after guess tells Rust we’ll annotate the variable’s type

      You can provide type hints with variable annotations instead of relying on type inference.

    2. Rust allows us to shadow the previous value of guess with a new one. This feature is often used in situations in which you want to convert a value from one type to another type. Shadowing lets us reuse the guess variable name rather than forcing us to create two unique variables, such as guess_str and guess for example.

      Shadowing must implicitly rely on variable declaration ordering? It seems that shadowing does not inherit mutability semantics from previous variable declarations and defines the shadow variable within a more focused scope. How do you rollback a variable that's been shadowed?

    3. The Rng trait defines methods that random number generators implement, and this trait must be in scope for us to use those methods.

      The Rust equivalent of interfaces is traits.

    4. When you do want to update a crate, Cargo provides another command, update, which will ignore the Cargo.lock file and figure out all the latest versions that fit your specifications in Cargo.toml.

      The cargo update only works with release semver updates. Major/minor semver updates require updating the Cargo.toml file manually to the new version.

    5. Cargo has a mechanism that ensures you can rebuild the same artifact every time you or anyone else builds your code: Cargo will use only the versions of the dependencies you specified until you indicate otherwise.

      By default, dependency versions are pinned. This ensures that builds are reproducible.

    6. Rust warns that you haven’t used the Result value returned from read_line, indicating that the program hasn’t handled a possible error.

      The compiler enforces exception handling; unhandled exceptions are identified with compiler warnings.

    7. For now, all you need to know is that like variables, references are immutable by default.

      The default policy of immutability by default extends to references. This greatly simplifies managing program state during concurrency.

    8. associated function of the String type. An associated function is implemented on a type, in this case String, rather than on a particular instance of a String. Some languages call this a static method.

      The Rust terminology for static functions is associated functions

    1. The results showed that agents that implement a dynamic game balancingapproach performed close to user level, and also provided the highest user satisfaction, validating our hypothesis of mutual influence between game balance and user satisfaction.
    1. Slavery, rather than symbolic religious conict, may have provided the deepunderpinning of the southwestern events. Legal enslavement of AmericanIndians by Spaniards had been forbidden by royal decree since the mid-sixteenth century, but that did not stop the actual practice. So-called "justwars" provided one loophole, and on that basis Apaches, Utes, and otherswho refused to acknowledge Spanish authority were fair game for enslavers

      This is how the spainarids supposedlky enslaved the natives.

    1. Frontend frameworks are a positive sum game! Svelte has no monopoly on the compiler paradigm either. Just like I think React is worth learning for the mental model it imparts, where UI is a (pure) function of state, I think the frontend framework-as-compiler paradigm is worth understanding. We're going to see a lot more of it because the tradeoffs are fantastic, to where it'll be a boring talking point before we know it.
    1. Author Response:

      We thank the editor and the reviewers for their feedback on our manuscript.

      Our project aimed to join forces across neuroscience and computer science, advancing a finer-grained understanding of how lexical meanings are processed by human and artificial intelligence. As the reviewers correctly pointed out that in each research domain, enormous efforts have been made on investigating the proposed question. But these progresses, historically, have been developed independently in the domains of cognitive neuroscience and artificial intelligence in computer science. As in the current stage of research, the necessity for integrating these two lines of research is more urgent than ever before. However, bridging two research domains is a completely different ball game that requires novel theoretical framework and innovative experimentations and database.

      The current stage of artificial intelligence is statistical mapping between inputs and outputs by nature, without any true intellectual processing involved (Yann LeCun). To bridge two complex systems (e.g., the human brain and computers), the first step is to find a common ground for representing information. For example, in the domain of vision, joint forces between computer science and neuroscience have recently established mappings between features in different layers of deep neural network models and neural representations in visual hierarchies. However, in another important domain of artificial intelligence – natural language processing (NLP), advances are still scarce, because fine-grained understanding of both the dynamics of brain responses and the underlying mechanisms of NLP models is yet to be established. In this study, we proposed a novel research framework that investigates the possible common lexical-semantic representation in the human brain and computers, which serves the first and fundamental step to bridging these two research domains.

      Experimentally, we optimized the classic lexical-semantic paradigm as well as developed novel research methods to investigate the common representations between the brain and computers. Specifically, in this project, we used a two-word semantic priming paradigm with electroencephalography (EEG) recordings to quantify the dynamic processing of human language comprehension in a most basic setting. We then evaluated three computational models by correlating neural data with model-generated semantic similarity scores for the same word pairs, with a novel single-trial EEG correlation analysis. We agree with the reviewers that this study have many places that can be improved – just like all studies that aim to open a new research direction. To our knowledge, this is the first attempt to create a natural, dynamic, neural dataset for evaluating computational models in the linguistic domain, thus paving a new way towards a full understanding of the general computational mechanisms of language processing across complex systems.

    1. a recognized major concern for the game developers’ community is to provide mechanisms to dynamically balance the difficulty level of the games in order to keep the user interested in playing

      소재

    1. Reviewer #2:

      In this paper the authors report data from a series of online and one neuroimaging study in which participants played a simple game in which they had to select between a sure outcome and a gamble. Participants reported their current mood throughout the game and the authors compared the performance of a number of models of how the mood ratings were generated. They focus on two models, a standard model which assumes that participants' expectations assume a 50:50 gamble and an adapted model that uses average experienced outcomes as the expected value. They frame these models in terms of recency vs. past weighting and suggest that the results provide evidence in favour of a higher weight of earlier events on reported mood.

      The question of how humans combine experienced events into reported mood is topical. This paper takes an interesting approach to this issue.

      I struggled a bit to understand the logic of some of the arguments in the paper, in part because important experimental and methodological detail is missing. I list my points below. The overriding question is, I think, how certain we can be that the results reported by the authors reflect a true primacy effect, as opposed to some other process (e.g. just learning an expected value) that appears in this case to be a primacy effect.

      1) I didn't really understand where the weights from the primacy graph in Figure 1B came from. The recency weights make sense-there is a discount factor in the model that is less than 1, so there is an exponential discount of more distant past events. However, for the primacy model the expectation is calculated as the mean (apparently arithmetic mean) of previous outcomes (which suggests a flat weight across previous trials) and the discount factor remains-so how does this generate the decreasing pattern of weights? It would be really useful if the authors could spell this out.

      2) The models seem to differ in terms of whether they learn about the expected value of the gamble outcomes or whether they assume a 50:50 gamble (the recency model assumes this, the primacy model generates an average of all experienced outcomes). Might the benefit of the primacy model when explaining human behaviour simply be that people use experienced outcomes to generate their expectations rather than taking stated outcome probabilities as absolutes? In other words, it is not so much that people place more weight on earlier events, but that they learn.

      3) Linked to the above, the structured and adaptive environments seem to have something to learn (blocks with positive vs. negative RPEs), so it is perhaps not surprising that humans show evidence of learning here and a model with some learning outperforms one with none. The description of these environments isn't really sufficient at present-please explain how RPEs were manipulated (was it changing the probability of win/loss outcomes, if so, how? Or was it changing the magnitude of the options? For the adaptive design was the change deterministic? So was the outcome, and thus RPE, always positive if mood was low, or was this probabilistic and if so with what probability?). Also, did the recency model still estimate its expectations here as 50:50, even when (if) this was not the case? If so, can the authors justify this?

      4) What were participants told about the gambles (i.e. were they told they were 50:50, including in structured/adaptive environments)?

      5) Please report the estimated parameter values of the models (and tell us where the common parameters differed between models). This would help in understanding how they are behaving.

      6) In addition to changing the expectation term of the recency model, the primacy model also drops the term of for the sure outcomes (because this improves the performance of the primacy model). Does this account for the relative advantage of the primacy over the recency model? i.e. if the sure outcome term is dropped from the recency model, does the primacy model still perform better?

    2. Preprint Review

      This preprint was reviewed using eLife’s Preprint Review service, which provides public peer reviews of manuscripts posted on bioRxiv for the benefit of the authors, readers, potential readers, and others interested in our assessment of the work. This review applies only to version 2 of the manuscript.

      Summary:

      This is a very interesting study whose goal is to determine what drives subjective mood over time during a reward-based decision making task. The authors report data from a series of online studies and one performed with fMRI. Participants played a well-established gambling task during which they had to select between a sure outcome and a 50:50 gamble, reporting momentary mood assessments throughout the game. The authors compared the performance of a number of models of how the mood ratings were generated.

      The authors identify as their "baseline" model that proposed by Rutledge and colleagues, in which an important determinant of mood seems to be the reward prediction error: the authors call this Recency model. They contrast it with a Primacy model, where earlier events (in this case, average experienced outcomes) play a more important role. They validate the model across different behavioural conditions, involving healthy subjects, teenagers and depressive patients. The conclusion is that the data are more consistent with their Primacy model, in other words a higher weight of earlier events on reported mood. In the fMRI experiment they found that the weights of the Primacy model correlated with prefrontal activation across subjects, while this was not the case for the Recency model.

      The paper is clearly written and easy to understand. The question of how humans combine experienced events into reported mood is topical and the conclusions are striking, given the dominance of recency-based models in the literature (e.g., Kahneman's peak-end heuristic). The paper takes an interesting approach and presents an impressive amount of data.

      However, at some points the arguments seemed a considerable stretch, in part because important experimental and methodological detail is missing, and in part because the analyses do not currently consider a number of potential confounds in both the models and the task design. Ultimately, these concerns come down to whether we can be certain that the results reflect a true primacy effect, as opposed to some other process that simply appears at face value to be a primacy effect. To this end, some important checks need to be made concerning both the computational and the fMRI analyses, as detailed below. These do require substantial extra modelling work, and it is quite possible that the conclusions will not survive these control analyses.

    1. game with one another

      as a mother of a son who likes to game - the one saving grace - from my perspective - is that he is playing games with others, so I was glad to see that researchers have found the benefit to playing with others.

    2. 60 percent of teachers now use digital games at least weekly in teaching,

      This sounds like a really interesting game for classes to try, but if teachers are going to be getting kids to play these games at home for homework they need to take into consideration that all students don't have access to a computer or internet.

    3. very component of the game was backed by one or more principles of learning," says Graesser. "That's different from a lot of commercial games that often try to optimize motivation but not learning. We really tried to do both

      when seeking to incorporate games in our classrooms, how do we distinguish between commercial ones and ones dedicated to pedagogical purposes?

    4. game with one another — as compared with playing alone — they adopted a mastery mindset

      what does this say about how we can approach engagement and peer learning in general?

    1. but the Fates were preparing a higher destiny for him.

      It's interesting how in this myth, the "grasp" of the fates lasts so long. Like he was to found the "Roman race" and his descendants many many years later would found the city itself. Like the fates are really playing the long game here instead of just being occupied with a couple generations like in most of the myths we've seen so far.

    1. Personally, I like to make a game out of just about anything.

      I don't know where this comes from exactly. Why are some of us drawn to games, and others completely repelled by them?

      Better question: what is it about some games that make them permanently glued in our minds? Like, why do I still use a PS2 and play 90's worldbuilding games on them like SimCity2000 and Civlization2 instead of modern equivalents of these which surely feature superior graphics?

    1. If you’d described that scene to 10-year-old Muj, he’d have believed it. He probably would also have thought he was playing in the Premier League. And even though 10-year-old Muj would’ve just been learning the game of football on a field in Yemen with his friends, he’d still have believed it because his dream always was to become a famous footballer.

      He's telling us this was his goal/dream from when he was 10. He is talking about himself as "he". He also tells us he was in Yemen.

    1. The key was to catch them on film harassing and arresting Native people who were peacefully fishing.

      I think this is such a prevalent trend of Natives being oppressed or mistreated behind the scenes that most of the public is unaware about. Just by peacefully fishing, they were harassed and mistreated by the game wardens who wanted them to suffer. The fact that they actually had to film it to bring it to the spotlight is like what Cobell had to painstakingly bring up years worth of evidence to support her claims that the Bureau of Indian Affairs was exploiting natives.

    2. Many white fishers blamed Pacific Northwest tribes for the declining numbers of trout and salmon. After WWII, the Washington State Sportsmen’s Council, a political lobbying group of recreational fishers, took the lead in opposing Native fishing. Many employees of the Washington State Department of Game and Fish attended meetings and involved themselves in the affairs of the council. The group argued that Native people needed to be educated on conservation principles just like other Americans.

      It is a tough situation for the Natives because pre-European contact, Natives of Pacific Northwest of the U.S. had a very high population density compared to Native people of other regions. These people had always used their ample natural resources like fish for survival.

      However by the 20th century millions of settlers flooded this area from all across the country and for many reasons, founding large communities. The arrival of the large European-American population is what made conservation principles and control measures necessary, yet these standards were also applied to Natives.

      Since Natives were at an enormous disadvantage to succeed in a post-European-American settled and industrialized world, being able to use natural resources like hunting and fishing like they had once freely done was of invaluable importance.

      However, due to the overuse of resources that really upsurged with the vast population growth of European-Americans, the Natives were expected to adhere to standards of resource conservation.

    1. the universe is like a giant billiard ball game. Just as the path of every billiard ball is determined by the forces acting on it, so is the path of every elementary particle.

      great analogy

    Annotators

    1. Although dominoes is deceptively simple on the surface, the strategies of so-phisticated domino play can be quite complex. In fact, it is partially due to the widearray of potential game goals and complexity in game strategies that the gameholds appeal for players from as young as 6 or 7 years old to adults well into theirsenior years. Expert players recognize the great skill, experience, and planning ittakes to play this game well. Players must learn to coordinate mathematical addi-tive and multiplicative understandings with complex game goals, such as scoring,blocking opponents from scoring, assisting one’s partner, and simultaneously par-ticipating in lively dialogue.

      This is a quality all great games have; easy to learn; difficult to master. Greater understanding of the game reveals hidden depths. Most games as these have multiple paths to victory (Non-linear, complex solutions).

    1. The top of the figure represents posttest scores in the no-distraction condition, and thus the bars reflect the amount of impairment from a student’s normal level of performance. Conversation had the largest negative effect, impairing performance by 30% from baseline, followed by high-arousal video, video game, and texting/social media. Unexpectedly, folding laundry impaired posttest performance by over 20%, which is equivalent to two full letter grades. Least impairing was the low-arousal video, yet this condition still lowered scores by 15%, or one and a half letter grades. These results indicate that the presence of distraction during learning can lower subsequent test scores by multiple letter grades.

      This study illustrates the educational impact of different types of distractions during learning. Conversation was the most distracting and resulted in the lowest levels of learning compared to a mild distraction like low-arousal video.

  2. Oct 2020
    1. he court gave regulatory powers to the state’s Game and Fish Department, arguing that state control over off-reservation fishing was both “reasonable and necessary” for conservation purposes. It did not matter that the defendant was a member of a tribe that had signed a treaty guaranteeing their right to fish at their usual places.

      Interesting how they will also take away Native rights in order to develop land, fragment the ecosystem with trains/roads/highways, and mine, but no Lorax pops his head out then!

    2. In 1963, a court in Washington state ruled in State v. McCoy against a Swinomish fisher who had been fishing along the Skagit River, and then commercially selling his catches. The court gave regulatory powers to the state’s Game and Fish Department, arguing that state control over off-reservation fishing was both “reasonable and necessary” for conservation purposes. It did not matter that the defendant was a member of a tribe that had signed a treaty guaranteeing their right to fish at their usual places.

      I noticed how this state ruling is arguing for conservation and protection of the fish against Native peoples, but when sportsman council did it it was unregulated.

    3. Fishing rights activists also pursued a legal strategy, bringing a lawsuit against the State of Washington. In September 1970, several hundred local police and Washington State troopers had attacked Puyallup fishing rights activists, arresting sixty of them. The assault on the fishing camp was the most violent and publicized to that point—police used tear gas, the State Game Department wielded clubs, some Native folks carried guns and knives. Crucially, a US attorney witnessed the violence, and moved to support the Native protestors, bringing the Department of Justice into the lawsuit against Washington state. With the federal government now behind them, most of the state’s tribes joined the litigation in US v. Washington. It was a momentous turning point, because now the Native protestors had the resources and power of the federal government behind them. In February 1974, the judge, George Boldt decided in favor of the tribes, in an almost complete vindication of all the tribes had claimed as theirs. He agreed with them on every major point. He also declared that the tribes’ “fair share” of the salmon constituted one half of the fish and that the tribes had sovereign rights as governments to regulate their members’ participation in that harvest. The decision was affirmed by the federal court of appeals in 1975, and the Supreme Court declined to hear an appeal one year later.

      This still is goin on 50 years later.

    4. A decline in salmon runs due to pollution, sportfishing, and massive fisheries led state authorities to enact conservation measures, restricting fishing in certain areas or during certain times of year. Although during the first of these restrictions, in the late nineteenth-century, Native subsistence fishing was overlooked as authorities recognized the validity of those treaties, into the twentieth century, non-Native fishers began to call for more sweeping restrictions to bring Native people in line with state fish and game laws. Many white fishers blamed Pacific Northwest tribes for the declining numbers of trout and salmon. After WWII, the Washington State Sportsmen’s Council, a political lobbying group of recreational fishers, took the lead in opposing Native fishing. Many employees of the Washington State Department of Game and Fish attended meetings and involved themselves in the affairs of the council. The group argued that Native people needed to be educated on conservation principles just like other Americans

      This is such an important point and really needs to be read and reread to let it resinate. The land is depleted and we need it protected.

    1. . But writing is hard, and writing in college may resemble playing a familiar game by com-pletely new rules (that often are unstated). This chapter is designed to introduce you to what academic writing is like, and hopefully ease your transition as you face these daunting writing challenges

      המאמר הציג כללים/עצות לכתיבה אקדמית בצורה לא אקדמית כדי להקל על קהל הקוראים הרלבנטי

    1. Emergence SDK, an ever-present game style interface and Self Sovereign Identity Standards give back control of data to users, and creates a network of first class, sovereign citizens of the new digital economy.

      Sovereign Digital identity

    1. The Game Server Hosting service and integrated matchmaking service will be provided by Multiplay, which has been running game servers for over 20 years, and is now part of the Unity family.

      Multiplay

    1. Key learnings from this guideYour goal is not to foster the writing habit. Your goal is to fall so in love with ideas that you can’t not write about them. Find your objective and your motivation.Don't fully think through your ideas before writing. It's inefficient. The best way to think is by writing. It compels your brain to connect the dots.Avoid guessing what readers want. Instead, be a proxy: Selfishly entertain and surprise yourself, and you'll entertain and surprise many of them too.Your writing is clear once your thoughts are self-evident.Your writing is succinct once everything unimportant is removed.Your writing is intriguing once the average reader effortlessly makes it to the end. A hook, peak, and satisfying ending are your trifecta of intrigue.Treat feedback as a science. Measure your scores and iterate. Remember that the best feedback often comes from you with fresh eyes.Rewriting your thoughts to be clear, succinct, and intriguing is a lot of work. You won't love writing until you find a way to love rewriting. Make a game out of it.
    1. combination of server and client at the same time. This combination role is the common case of a multiplayer game with no dedicated server.

      combination of client and server Hub

    1. Multiplayer Lobby Many multiplayer games have a staging area for players to join before playing the actual game. In this area - often called the “lobby”, players may be able to pick options and be able to set themselves as ready for the game to start.

      Multiplayer Lobby

    1. But the "classical" P2P lockstep model as used by Doom is dead-easy, it simply requires sharing state across all the players.

      p2p lockstep model doom

    1. Game designers traffic in the space of possibility. They design systems that define rules and thus give rise both to play and to a sense that anything is possible.

      This feels a lot loftier than "game designers help people procrastinate by playing pretend in fake worlds." Do we agree with this description? How does this statement make us feel about the role of game designers?

    1. iences. From this point of view, science -the real game in town - is rhetoric, a series of efforts to persuade relevant social actors that one's manufactured knowledge is a route to a desired form of very obje

      The concepts of objectivity are invented through rhetoric. (persuasive arguments)

    1. But make it clear they're samples, models. Not rewntes. Not edits. Not corrections. Be reluctant at first even to say what you would do if the paper were yours. It's not yours. Again: Writers write, _readers read and show what they're understanding and maybe make suggestions.

      i think something that causes a lot of people to struggle with writing is worrying about the critique afterwards. it's not always constructive and one instance of a bad editor can ruin someone's writing game for forever. these are not our own writings, therefore it would be really rude of us to try and diminish someone else's work simply because it doesn't fit our standards, all we can do is provide some insightful notes and go from there; not all writing is for all people.

    1. Maybe add a bit more to your "Game Plan" section. I'm sure readers will be taken aback when they hear that passionate love won't last in their relationship. So maybe give some examples for your advice. For example, for "seek new and engaging ways to have fun together," perhaps list off things like: go on a little trip, go wine tasting, etc.

    1. “to help save Atlantis!” Kids are presented with a compelling narrative surrounding the social and environmental problems of the mythical world “Atlantis” and are entreated to help solve these problems with the help of other “questers.”

      is this an example of game based learning

    2. Recent researchhas found that the game promotes civic outcomes such as ecological stewardship, an understanding and appreciation of community action, and social responsibility.34

      Such a good idea for a educational game

    1. At this stage, you need to ensure that your people can demonstrate their knowledge of what you've taught them. The way that they show this depends on what they're learning.

      I can create a type of mini-game where the audience can participate such as kahoot.

    1. A chess enthusiast might memorize dozens of time-honored opening gambits, but was that so different from gleaning strategies from pro streamers on Twitch?

      Een herkenbaar verhaal van een vader die zijn kinderen ziet opgroeien met videogames. Hoe geef je er ruimte aan om ze hun eigen plek te laten ontdekken in de games. En hoe anders zijn videogames eigenlijk van de andere vrijetijdsbestedingen die we kennen?

    1. A lot of young entrepreneurs think strategy is something like a chess game. They think they have to pre-plan the whole sequence of moves — and actually, in fact, sometimes, you get elements of that. But frequently, what I tell founders is, “No, you actually don’t need to plot out every move in your head. In fact, you shouldn’t. Just stay nimble enough so that when you see a strategic opportunity, you recognize it and you orient towards it.”

      effectuation

    1. The lone brick that survives the destruction also proves to be a Coin Block, rewarding the players that risk activating it.

      Koopas being used to break blocks, and the one that isn't broken having something valuable inside is a good idea.

    1. “The whole issue of this negotiation [between libraries and publishers] over the last decade derives from a place where libraries have almost no rights in the digital age,” says Alan Inouye, the senior director of public policy and government relations at the American Library Association. “In the longer run, there needs to be a change in the environment or in the game. That means legislation or regulation.”

      If libraries, as government arms, were to band together collectively, they'd have increased buying leverage. Perhaps this is what they should be attempting?

  3. usfedu-my.sharepoint.com usfedu-my.sharepoint.com
    1. Takentogether,theresultsofthissystematicreviewsuggestthatgamificationcanincreaseengagementinonlineprograms,andenhancerelatedoutcomes,suchaslearningandpossiblyhealthbehaviour.Mostresearchtodatehasevaluatedtheimpactofmultiplegamificationfea-turesusedincombination.Preliminaryevidencesuggeststhatleaderboardsmaybea particu-larlyusefulformofgamificationtoincreaseengagement.It appearsthattheefficacyofgamificationforincreasingengagementmayhavea timeeffect,witha clearpositiveimpactinstudiesconductingactivitiesina singlesitting,withresultsmoremixedforstudiesexamininggamificationandengagementovera sustainedperiod

      Gamification, that is, adding game features to an otherwise dry college course, helped get students engaged. Leaderboards were more effective than badges and points and for a longer time. People did seem to lose interest in the game after a while. 8/10

    1. That led to the Milwaukee Bucks’ decision not to play Wednesday in their playoff game against the Orlando Magic. Other NBA teams followed suit. Then the WNBA teams announced that they would be sitting out, which was stirring, but not surprising. Then Major League Baseball joined the strike, which really was stunning given its conservative history and paucity of Black American players. Then Major League Soccer and, gobsmackingly, the National Hockey League. Naomi Osaka, the tennis star of Japanese-Haitian descent, also bowed out of her tournament and tweeted the following, which summed up so many of the feelings across the sports world:

      When did they decide them sitting out was a strike? why did other people take it as one?

      Although it was never announced it was a strike i think other players took it as one and decided to join because they sat out due to the fact that there was still no change so no change no game.

    1. "If you're a Republican, you look at [2010] and say, boy, this was effective, it was efficient and we won. We played by the rules. We changed the rules, but we still played by the law and the game," Daley told NPR in 2016. "And if the Democrats weren't smart enough to figure this out themselves, well, see you in 2020, boys."

      Another reference to Daley, use of ethos

    1. looking to implement massive, costly programs including a national daycare system, pharmacare, affordable housing and green initiatives.

      Government spending is not a bad thing. In fact it is crucial to the economy. People's fear about deficits are overblow. Under the MMT framework, not all deficits are bad, it all depends on context. In fact in modern history, deficits and debt have always been part of the game. Government surpluses have been a rarity in Canada.

      Based on sector account balances, the government deficits are the private sectors surplus. Furthermore all new money created is through banks and government spending. If you balance budgets (decrease spending and increase revenues via taxation), you are essentially destroying money and slowing down the economy.

      The main driver of concern is inflation across the board. If government spending gets out of control, it starts buying up the resources from the rest of the private sector, therefore increasing prices. When this happens, spendingn needs to be ramped back. The chances of this happening in a recession/depression/world wide pandemic is very unlikely.

    1. I asked the students to decide which lens each person would read from. Everyone was required to have a different lens to enhance discussion, but they also had to switch for every new section of readings, meaning a student who selected to read from one theoretical lens would have to pick different lenses for the other sections of the text.

      I like how they turned literary/theoretical lenses into almost a game.

    1. Human empathy in the perception of nature

      Many people seem to think that a universal conception of morality requires that we find moral principles that admit no exceptions. If, for instance, it is indeed wrong to lie, it must always be wrong to lie—and if one can find a single exception, any notion of moral truth must be abandoned. However, the existence of moral truth—that is, the connection between how we think and behave and our well-being—does not require defining morality in terms of unvarying moral precepts. Morality could be a lot like chess: some principles generally apply, but they might admit to essential exceptions. If you want to play good chess, a principle like “Do not lose your Queen” is almost always worth following. Nevertheless, it admits exceptions: sometimes sacrificing your Queen is a brilliant thing to do; occasionally, it is the only thing you can do. However, it remains a fact that from any position in a game of chess, there will be a range of objectively right moves and objectively bad ones. Suppose there are objective truths to be known about human well-being—if kindness, for instance. It is generally more conducive to happiness than cruelty is—then science should one day be able to make exact claims about which of our behaviors and uses of attention are morally right, which are neutral, and worth abandoning (Harris 2010).

      Harris, Sam. The Moral of Landscape. New York: Free Press, 2010.

    1. Read mystery books or engage in other activities that require you to put together clues and see patterns in unrelated bits of information.

      They wont be reading books, but we'll better design the treasure hunt game, with more clues and challenges.

    2. Practice developing skills of observation by paying attention to details, people, behavior and changes in your environment.

      The treasure hunt game could be of great use.

    1. Perhaps the most prominent example in June 2019 was Adopt Me, which was at the start of a burst in popularity due to an update that added collectible pets to the game. The development team was just three people at that time, and they asked Ling to join to help supervise the growth that the game's ballooning popularity demanded.

      2019年爆发

    1. I killed someone. I loved him. I walked away. A warped version of that icebreaker game. Two truths and a lie, or two lies and a truth

      The guilt Claire has from the accident is what caused her to feel less inclined to clarify the depth of her and Aarons relationship when people initially asked. She minimized their relationship to "just a friend" but knew deep down in her heart that their relationship was way more significant.

    2. I killed someone. I loved him. I walked away. A warped version of that icebreaker game.

      I agree with Tanakh and Shadia, Claire is devastated and doesnt understand until now how much regret and sadness she feels about Aaron's death,

    3. I killed someone. I loved him. I walked away. A warped version of that icebreaker game. Two truths and a lie, or two lies and a truth

      I agree with Tanakh that Claire feels guilty for Aarons death.

    4. I killed someone. I loved him. I walked away. A warped version of that icebreaker game. Two truths and a lie, or two lies and a truth

      Claire blames herself for Aarons death..

    1. Cards Against Humanity is a card game available under a Creative Commons BY-NC-SA 2.0 license. Cards Against Humanity offers their cards decks available for free download online but sells physical copies

      This is a great example that begs this question:

      If the online format is under a CC License and/or permits download? Does it also permit printing the cards, laminate them, and use them in the game? Or if it's a book that is selling physically but provides online downloads, can someone print the book for free?

      Is that a conflict? Who controls that, if at all?

  4. www.kickstarter.com www.kickstarter.com
    1. : Players are intrinsically motivated to identify and succeed at understanding the game’s mechanics.

      that is hard to get students to be motivated in something like math with out using a game

    2. Thirty-four percent of teachers reported that it’s hard to find games that fit the current curriculum. Check out Graphite, Playful Learning, and Educade for ideas.

      Or there's an element that was brought up in the last section: create your own game. You know the curriculum, so you can create some kind of activity that implements it

    3. ool has to do with a game’s aesthetics: the art, sound design, characters, narrative, et cetera. But a game does not need to be cool in order to be fun. Don’t be seduced by the spectacle. Making coolness a priority is tantamount to choosing to teach literature with People magazine because the students like to read it

      Even outside of digital gaming, this holds true. A lot of games kids will play on the playground requires and utilizes nothing but the kids' imaginations and sense of play. Any game that uses that to its advantage in order to create something that involves students is fun

    4. It involves imagination. It means investigating the world of the game and feeling the frustration, flow, and excitement that goes along with playing it.

      I'd say that play falls into the "messing around" category. It's about experiencing the game, experimenting with it, finding what works, and discovering the mechanics of the game itself

    5. But how do they define a simulation? Think of something that’s more interactive than an animated anatomy lesson and less game-like than Nintendo’s Super Smash Brothers.

      I think of PhET simulations, which are part of a project at CU Boulder. They are these interactive games that are intended to simulate and recreate a concept, such as voltage or inertia. https://phet.colorado.edu/

    6. Of course, the violent narrative content is not likely responsible for these benefits. It seems more likely that it has something to do with the fast pace which demands quick reflexes

      Even "violent" video games have some kind of positive learning. They have the potential to build skills, such as problem solving or evaluation, that can be applied outside of the game

    7. and would ideally incorporate students in the process all along the way. Students love to be involved and can take on a range of roles, from brainstorming ideas for the game to playtesting it once it is up and running

      This is also the most surefire way of checking if you're reaching your intended demographic. The same reason that toy companies will get involved in toy fairs or studios will do test screenings of their films: making sure they're reaching the intended audience by involving them in the product

    8. hard to integrate games into the curriculum when the focus is overwhelmingly on standards and state tests.

      Standardized tests are like the definition of the problems with our school systems, firstly part of their main purpose is to judge how well of a job the teacher is doing, secondly its not really the greatest way to get results, the fact is some people just suck at taking tests, and finally its basically whats keeping teachers from integrating game based learning into their classrooms

    9. etris is not only the best-selling video game of all time, but also a fairly simple puzzle game

      I think its worth pointing out that while its a very simple puzzle game theres also a lot of complexity to it if you want to get better and learn those things, stuff like T-spin singles, T-spin doubles, T-spin triples, Four widing, Tetris setups, combo chains, D T cannon, hard drops, holding blocks, theres so much complexity that can go into tetris if you want to learn it, but average Joe can also have fun just playing the game in its simplest way.

    10. Games are not the same as textbooks or handouts. You don’t prepare in the same way. This is not about just making sure you’re familiar enough with the material that you can facilitate a class discussion. Nor is it about just understanding the mechanics well enough that you can provide technical support, helping your students understand how to operate the game. Instead, preparing to assign a game is about play.

      I feel games are more engaging than a simple worksheet or something like that.

    11. They give each other tips and advice, they share tricks. They teach each other to understand the games’ systems.

      if you did that on a test that would be considered cheating, but in game base learning it is not. This is actually better it fosters in environment for students to proactively share their knowledge with other students.

    12. serve as playtesters is that this role also requires them to articulate what makes the game fun, engaging, and meaningful, helping them develop critical thinking and metacognitive skills

      I think the question of "what makes it fun" is something you don't always think about, It's super interesting to think about.

    13. “Mechanics” are what game designers call the collection of rules and structures that produce the actual gameplay.

      What if students go above and beyond and try to exploit the games mechanics? I watched this video about 2 teams of AI playing against each other in a game of hide and seek and after millions of iterations learned how to exploit the games mechanics to win. This is a type of learning but would it beneficial for students?

    14. Staaby also used the post-apocalyptic zombie survival game The Last of Us in his literature class. Critics swooned over its intricate storyline and engaging character development, which his students studied much as they would any traditional work of literature—with a few differences.

      Game narratives can be just as powerful as novels, and makes a lot of connection much easier for some people since many games are community-based

    15. It can also be a great source of discussion when the laws of physics are broken!” Students think about how the simulation deviates from reality, and transforming what might be perceived as a game’s shortcoming into a critical thinking opportunity.

      Physics and making them for a game is one of those things that I think few people talk about, and this could breed a real appreciation for them

    16. The unit concluded on a metacognitive note, as students reflected on gender issues in games, video game addiction, and the unique affordances and limitations of video games as a medium.

      This is just critical analysis that is often taught in English classes, with even more input than reading a novel you relate to because you take actions and see how they affect the world

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

      In the first lab of my programming class we played a game to help us understand the over-arching idea of programming and loops

    18. Emotional benefit: Games induce positive mood states; and there is speculative evidence that games may help kids develop adaptive emotion regulation.

      There are some comments from two years regarding this, I suppose a satisfaction of figuring out how to do something while having fun with it will make you feel happy, but in competitive environments, it can be very toxic. It could depend on the game

    Annotators

    1. Boy10: [Tries turning the thermostat off and running the simulator]Dad: Kid, you got us 4 energy points. Way to go.Boy10: I used no energy! Because I used my chocolate [reference to a resource cardthat makes the game easier] and I turned off the thermostat. I used no energy, Mom.[Timestamp: 36:45]Dad: I don’t need to be that warm. If I go in the mid-60s maybe it’ll not be in mytotal comfort zone, but it’ll be in my neutral zone, so I wouldn’t spend as muchmoney. [Sets thermostat to 66]Boy10:I’d rather spend less money and use less electricity.[Timestamp: 1:00:00]Dad: That was an interesting strategy. You set it as low as you could.Mom: Like safety...safety instead of comfort.Dad: It wasn’t super expensive...[Timestamp: 1:06:00]Dad: Now that we know how this works, I’ll set the thermostat a lot lower becausemy goal wouldn’t necessarily be to stay within the orange band, but just don’tgobelow the negative. I didn’t have that in mind when we started.Boy10: And don’t manage your energy in the game as you do in real life.

      Very true, I like the idea for my Environment science class.

    2. Boy15: I gained Comfort Points, but I lost...[Green Points]Dad: Huh. See what your bill is.Boy13: [Looks over Boy15 shoulder] Four hundred dollars!Boy15: Four hundred dollars, how is that even possible?Dad: How did you have a $400 bill? What did you do?Mom: Yeah, what did you do?Boy15: I put on the heat.[...]Dad: Well, you got to put the heat on in the winters.Boy15: Well, that’s all I did.Dad: Well, it’s expensive, isn’t it?Boy15: Yeah, it is expensive

      I like this game. Reminds me when my father would say "WE ARE NOT TRYING TO HEAT THE OUTSIDE!" when I would leave the door open in the winter.

    3. To better understand the concept of cueing forms, consider the game rock–paper–scissors. This is a simple hand game thought to date back at least2,000 years to ancient China with variants played throughout the world. Onemight speculate about the success of this game. It requires no specializedequipment and can be played just about anywhere, it fulfills basic humanneeds such as resolving minor disputes and providing entertainment, and it hasa certain mathematical elegance that makes it easy to teach and learn. Thebroader point is that rock–paper–scissors is a highly recognizable cultural formthat has persisted over a long period of time and spread across a variety ofcultural landscapes. And as a cueing form, the game has each of the fiveproperties listed inTable 1

      It is interesting to note that many computer games adopt a RPS approach in programming to resolve conflict and combat. ( A beat B , B beat C, and C beats A). Even if the player doesn't see the code, they can understand the RPS mechanic.

    1. Hollywood-style narratives had been tried in games before, but they tended to founder on unimaginative stories, sub-B-movie acting and jarring shifts in visual style between the gameplay and the noninteractive narrative sequences (‘‘cutscenes,’’ in video game lingo). Dylan Holmes, in his book on video-game story-telling, ‘‘A Mind Forever Voyaging,’’ has noted that Metal Gear Solid created a seamless tran-sition between game and story by rendering its cutscenes in the same graphical engine as the rest of the game.

      Cinema like

    2. They’re games in which the object is not to kill anyone, which goes against what long has been the essence of the action game. But Metal Gear Solid managed to make picking your way through enemy-in-fested territory immersive and fun.

      This can be related back to Thurm's essay.

    Annotators

    1. the idea that Natives were “naturally” removed from their homelands because they “followed” their game into the forests is just so completely wrong! It is historical fiction

      Crazy that this is so inconceivably false. Something we are taught clearly to make America seem like it was founded on less evil than it actually was. Straight propaganda!

    2. he country in the immediate neighborhood of agriculturalists became unfit for them. The game fled into thicker and more unbroken forests, and the Indians followed.”

      This wording in itself is just so racist, and implies that Natives are "unfit" for white society, likening them to the fauna whose habitats the white men also destroyed.

    1. 5. What did you learn from it? How could ithave been a better experience? What actioncould you take to improve?

      How about asking students to design a few puzzles and a story board so as to create a new escape game, as a follow up? Would it be possible to expand Gibb's Reflective Cycle or try to fit it in at some other stage?

    2. doesn’t work inpractice.

      I have actually tried it and it worked fine! I had just made sure that all the teams had some strong players that could keep the pace and help with the puzzles. Also, the fact that all contribute to solve the final challenge makes the game less competitive among the teams and gives a sence of collaboration and belonging.

    3. reate the game in one big room that has enough space for each team to have their own table of containers,

      This is how I organised my escape classroom games and it worked wonders. Both teams had great time and equal opportunities to collaborate and practice their English (It was an EFL lesson)

    4. where playersfor example leave messages for futureplayers of the game, or their outcome couldbe that they decide to join in an ongoingquest for societal change

      Loved this idea!!!

    1. Computer science innovations (distributed ledgers, public key cryptography, div/merge, matching algorithms, etc) offering solutions to critical issues in game theory (byzantine generals, etc), intellectual property (partial attribution, etc), and information fidelity and access (high signal to noise ratio distributed sense-making), etc.

      This is a lot of buzz words. I'm not quite sure how this is actually making things unstable ...

    1. Traveling westward reduces performance, particularly winning percentage and points per game

      Batıya doğru gitmek performansı düşürür, özellikle maç başına kazanma yüzdesi ve puanları

    1. We eventually hope to create affect-sensitive learning environments that respond constructively and effectively to boredom and confusion. When we do, we will have made significant progress towards improving students’ learning experiences, reducing problem behaviors such as gaming the system, managing students’ frustration and confusion in the face of impasses, and ultimately improving students’ learning.

      Researchers studied students cognitive-affective states doing online learning in 3 separate, very different studies, among different student populations, ranging from 12-year-olds to college students. They found that, contrary to prior assumptions, frustration did not necessarily have negative learning outcomes. Boredom tended to last longest of the cognitive-affective states covered, led to the greatest attempts to game the system, and had the least successful learning outcomes. Confusion was sometimes beneficial and sometimes harmful. Therefore, online learning environments should be developed that guard against boredom and perhaps confusion, rather than frustration. 8/10

    1. Pre-service Teachers' Practices towards Digital Game Design for Technology Integration into Science Classrooms

      This article looks at yet another new technology that has the potential to revolutionize the adult learning field. It examines the results of teaching educators about digital game design for technology integration. It looked at integrating this technology into science classrooms in particular. 9/10, very interesting new technology with lots of potential implications in the adult learning field.

    1. According to research [e.g. 6, 7, 9, 10], many games aimed at health promotion do work, but still there is not enough evidence to conclude definitely what kind of design principles work for what purposes. Traditionally the research literature in health games does not describe which game design methodologies were used.

      This article looks into gaming that promote health. The games is reviews are for both adults and kids. It discusses the user feedback and what could be done to make the games more engaging.

    1. Walmart Academies offers training online as well as in classes and in their stores, for its frontline service workers, covering both retail and soft skills. As part of this work, Walmart offers a video game called Spark City that simulates being a store department manager. Walmart Academies also has partnered with Guild Education to offer higher-level educational opportunities including for-credit college level classes

      A comprehensive guide to blended learning with links to other resources throughout the article. Something that caught my eye was when they talked about Walmart's Spark City, a video game for training managers (pg.13).

      10/10

    1. 10 Active Learning Methods for Super Engaged Corporate Learners

      This article reviews the concept of active learning and its need in today's workplace training. Ten strategies to promote active learning via technology are discussed (collaborative virtual classrooms, mind mapping, brainstorming, scavenger hunts, role play/simulation, problem-based learning, discussion boards, teach back, jigsaw technique, flipped classroom, game based learning). This is a good resource for active learning strategies. (5/10)

    1. What was the inevitable consequence of this state of things? The Europeans were under the necessity either of abandoning the country, and relinquishing their pompous claims to it, or of enforcing those claims by the sword, and by the adoption of principles adapted to the condition of a people with whom it was impossible to mix, and who could not be governed as a distinct society, or of remaining in their neighbourhood, and exposing themselves and their families to the per-petual hazard of being massacred.

      I really like these little outtakes. They are well written. This is very true, the Europeans showed up talking such a big game and then "had to" back up their talk with action sadly.

    1. For example, the audience of Green Eggs and Ham is children, while Game of Thrones was written for a much more mature audience.

      helpful examples--thanks.

    1. n informal online community of players founded to extendplayers’ interest and learning while playingCivilization III

      What an odd goal, why did this group want people to learn more from a game where Gandhi can nuke you?

    2. imagined futures for oneself.

      this is an interesting concept here, it could be talking about people wanting to take up game design, or maybe its talking about someone wanting to be a defense lawyer because they played ace attorney.

    1. trusktr herman willems • 2 years ago Haha. Maybe React should focus on a template-string syntax and follow standards (and provide options for pre-compiling in Webpack, etc).

      Well anywho, there's other projects now like hyperHTML, lit-html, etc, plus some really fast ones: https://www.stefankrause.ne...

      React seems a little old now (and the new Hooks API is also resource heavy).

      • Share ›  Michael Calkins trusktr • 4 years ago • edited That's a micro optimization. There isn't a big enough difference to matter unless you are building a game or something extraordinarily odd.

      • Share › −  trusktr Michael Calkins • 2 years ago True, it matters if you're re-rendering the template at 60fps (f.e. for animations, or for games). If you're just changing views one time (f.e. a URL route change), then 100ms won't hurt at all.

    1. "Sister," she said, in an I'm-down-with-the-struggle voice, "you don't have to play this game. As a person of color, you shouldn't have to fit into any white, patriarchal system."I said, "It's a bit too late for that."

      This may fit into the topic of loss by having a loss of connection through disconnection. This white counsellor is trying to relate to a situation that she doesn't fit into.

    1. I have a journey, sir, shortly to go;My master calls me, I must not say no.

      I love these short lines. If i've come to appreciate anything in this class, it's the language used. I love this play, and this ending because what's written is just the surface of what's meant. So we're here in the end of the play, Lear is dead, and Kent is talking about a journey, and masters, and needing to go. This can mean so much, like a literal master, and a real journey needing to be done, but I think it can also be a journey of life, and Death being the master one can't refuse, Lear just died, dramatically, and here it's this game of dominance between life and death, and who makes those decisions. I think this speaks a lot that it doesn't matter who you were alive, Death has the final say.

    2. As flies to wanton boys, are we to the gods.They kill us for their sport.

      In this moment we see Gloucester wandering after being blinded as he reflects on a despair that takes hold of him and makes him begin to desire his own death. His words also highlight a chief question in the play of whether or not there is justice in the universe. Gloucester's outlook is one of despair, suggesting that there is no good order in the universe, and no matter the morals of man, the harsh laws of the world cannot be bent. Rather than divine justice, Gloucester feels that the gods play a cruel game and are toying with man and delight in their suffering. Gloucester's understanding of the world seems to play out throughout the rest of the story, as the good die along with the immoral, and there is little explanation for the immense suffering seen throughout the play.

    1. In the category of strong alignment, 29% of teachers who received PD employed pedagogical strategies that matched that criterion, compared to 17% of the teachers who did not receive PD. For moderate alignment, 32% of the teachers who received PD were grouped in this category compared to 17% of the teachers who did not receive PD. And finally, 39% of the teachers who received PD were weakly aligned with these practices compared to 66% of the teachers who did not receive PD. (See Figures 2 and 3)

      Roughly 2/3 of the teachers who received the PD were able to align to the DGBL criterion. 2 questions, what roadblocks did the 39% of the PD teachers who did not face. Why did they need in addition to what was presented to be more success. The 34% of non-PD teachers were able to connect to the criterion with a minimal training session. What pedagogical commonalities did they have that served?

    2. understanding how games can be used within the curriculum, how students can be involved in the curricular design process

      How might curriculum design be similar to game design? What aspects do they share?

    1. Many good videogames can take 50 to 100 hours to win

      I've always felt thats part of why video games shine over movies, not only do you get to participate but the lack of time limit to beat the game allows for so much more development

    1. Daily play rewards could remain as a way for Tix to return. Boot up your first game for the day, get Tix. The easiest way to prevent bots is to not allow users to sell items for Tix or trade them. Have those monthly items you mentioned be the only thing Tix can be redeemed for.

      The incredibly public nature of Twitter means that anyone else can also respond with their own sort of feedback that may also add to the conversation at hand, as seen here.

    1. Clarissa made great strides in her writing, engaging with it in ways that felt more authentic, and more motivat-ing than her writing classes at school.

      I feel that most people can relate to what she has experienced. for me instead of writing as a hobby in high school I had basketball. That writers group she was in was kind of like aau basketball for me (summer basketball/better players) people took the game more seriously.