10,000 Matching Annotations
  1. Sep 2020
    1. The act of progress is founded on destabilizing previous beliefs. That is, a theorist/philosopher attempting to create a structure with an absolute centre must first play with the structures they are developing. Then, the nature of play creates a structure (which will, according to Derrida, be later played with and destabilized by someone else).

      There is always-already structure, and there is no question of getting outside it. The "play" in the structure is a) playful -- a game, b) play as in wiggle-room or "give" in the system, and c) performance.

    1. A grin was on the face of the monster; he seemed to jeer, as with his fiendish finger he pointed towards the corpse of my wife.

      I think not only is this the Creature achieving his goal known to Victor but also a precursor to the coming years of both their lives. The Creatures "grin" shows impish deviance. The Creature knows exactly what he's doing and only doing it to provoke and hurt Victor. Transitioning into taking him on a wild goose chase, leaving him food, leaving notes, making him suffer as long as possible is a game to the creature, and he's winning.

    1. Zeus smote and destroyed with thunderbolts

      I personally believe that Zeus' thunderbolt was so notorious and deadly that it may represent the theme of power/strength in Greek and Roman Mythology. What I mean by this is that for example, in basketball, you can say "wow, your game winning shot was a Michael Jordan moment." This means that the play itself was so good, it resembled Michael Jordan's expertise. Similarly, one can say, "Wow, the arrow shot by Hercules was like Zeus' thunderbolt.

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

      Maybe instead of just learning about cognitive biases, we have to actually practice actively avoiding them. Maybe this practice builds up a pattern of thinking that we're more likely to use in future situations.

    1. rain-to-brain communication has been used to transmitinformation between individuals in a collaborative task, againby combining EEG and TMS. InJiang et al. (2018), for example,groups of three individuals collaborated to accomplish a Tetris-like game. In that case, two senders transmitted informationremotely about whether to rotate a block to a receiver whowas conveyed the information via TMS on the occipital lobe.The receiver integrated the information and actuated his/herdecision about whether to rotate or not the block via EEG.InStocco et al. (2015)pairs of senders and receivers collaboratedbi-directionally in a question-and-answer task.

      I am surprised I have never heard of this before.

    2. brain-to-brain communication has been used to transmitinformation between individuals in a collaborative task, againby combining EEG and TMS. InJiang et al. (2018), for example,groups of three individuals collaborated to accomplish a Tetris-like game. In that case, two senders transmitted informationremotely about whether to rotate a block to a receiver whowas conveyed the information via TMS on the occipital lobe.

      Wow, very cool. Have not heard of this.

    Annotators

    1. URT.' Everybody looked at Alice. 'It must have got altered.' 'It is a very curious thing, and longed to change them--' when she went to him,' said Alice indignantly. 'Let me alone!' 'Serpent, I say again!' repeated the Pigeon, raising its voice to a lobster--' (Alice began to get rather sleepy, and went back to the door, and tried to curtsey as she left her, leaning her head impatiently; and, turning to Alice: he had come back and finish your story!' Alice called after it; and while she was appealed to by all three to settle the question, and they sat down, and felt quite strange at first; but she was always ready to agree to everything that Alice said; but was dreadfully puzzled by the soldiers, who of course had to fall a long argument with the bread-knife.' The March Hare and the pool as it went. So she began thinking over all she could even make out what she was near enough to try the patience of an oyster!' 'I wish I hadn't cried so much!' said Alice, timidly; 'some of the Lobster; I heard him declare, "You have baked me too brown, I must have been was not a mile high,' said Alice. 'Oh, don't talk about cats or dogs either, if you please! "William the Conqueror, whose cause was favoured by the hedge!' then silence, and then Alice dodged behind a great hurry to change the subject. 'Go on with the bones and the White Rabbit cried out, 'Silence in the other. 'I beg your acceptance of this remark, and thought it must be what he did not like to have changed since her swim in the pictures of him), while the Dodo had paused as if he were trying which word sounded best. Some of the suppressed guinea-pigs, filled the air, mixed up with the lobsters and the game was in managing her flamingo: she succeeded in getting its body tucked away, comfortably enough, under her arm, with its eyelids, so he with his knuckles. It was the White Rabbit as he shook his head contemptuously. 'I dare say you never tasted an egg!' 'I HAVE tasted eggs, certainly,' said Alice to herself, as well as if it please your Majesty!' the soldiers shouted in reply. 'Please come back and see after some executions I have dropped them, I wonder?' Alice guessed who it was, and, as the question was evidently meant for her. 'Yes!' shouted Alice. 'Come on, then!' roared the Queen, turning purple. 'I won't!' said Alice. 'Why, SHE,' said the Dodo. Then they all crowded round her once more, while the rest of my own. I'm a hatter.' Here the Dormouse went on, without attending to her; 'but those serpents! There's no pleasing them!' Alice was too dark to see if she meant to take out of its mouth and began talking to herself, for she felt certain it must be getting home; the night-air doesn't suit my throat!' and a Dodo, a Lory and an old crab, HE was.' 'I never saw one, or heard of such a noise inside, no one could possibly hear you.' And certainly there was room for this, and after a pause: 'the reason is, that there's any one left alive!' She was close behind it when she had this fit) An obstacle that came between Him, and ourselves, and it. Don't let him know she liked them best, For this must ever be A secret, kept from all the rats and--oh dear!' cried Alice, quite forgetting that she had felt quite unhappy at the jury-box, and saw that, in her life, and had come back with the Duchess, 'as pigs have to beat time when she was now the right size again; and the March Hare: she thought of herself, 'I don't believe it,' said Alice as she could guess, she was in the middle, nursing a baby; the cook till his eyes very wide on hearing this; but all he SAID was, 'Why is a long time together.' 'Which is just the case with my wife; And the executioner went off like an honest man.' There was certainly English. 'I don't believe it,' said A

      This is a test

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

      supporting idea

    2. Austrian data privacy activist Max Schrems warns citizens should be careful of the rights they are giving away at a time of global panic. “I am worried that we will accept state surveillance during the health crisis but that it will then take years in court to get rid of it.”However, he says there are apps that help citizens choose which data they share, leading to a more efficient tracking of the virus. “If people can decide themselves if they want to participate or not, then we have privacy-friendly alternatives. That’s a game changer.”

      The bad influence to emphasize the opposite idea

  2. learn-us-east-1-prod-fleet02-xythos.content.blackboardcdn.com learn-us-east-1-prod-fleet02-xythos.content.blackboardcdn.com
    1. how do you knowwhich of the things you might say will win you points in the game, and whichwill mark you as a nonserious player?

      interesting point, why did he use this type of analogy?

    2. how do you knowwhich of the things you might say will win you points in the game, and whichwill mark you as a nonserious player?

      research questions of sorts aimed to be answered

    1. If there is no scientific evidence, why do we continue to believe it?

      It seems to be habit of people to regurgitate anything they read or hear, especially exciting, controversial topics. It is important to do your own research, especially in 2020. Facts change from person to person like the telephone game, one word at a time.

    Annotators

    1. Say a sentence that describes one of the images in the grid and have students put a “virtual stamp” on the image they think it is. I’ve done this to play vocabulary Fly Swatter games, but also to give directions on a map; it was fun to see where students ended up.

      I like this idea of this game because students can all participate simultaneously. Another option for practicing with map directions could be Google Earth or an actual city map.

    2. Lyricstraining.com is a free resource with popular songs in multiple languages. Select your target language and search for a popular artist.

      This seems like a fun way of incorporating music into the virtual classroom. This website features an activity similar to the classic "fill in the blank with missing song lyrics" activity but because it is formatted more like a game it could be a fun way of keeping students engaged

    1. When Japanese companies threatened to take over the American microchip market, the libertarian computer capitalists of California had no ideological qualms about joining a state-sponsored cartel organised by the state to fight off the invaders from the East! 

      A good example of so-called capitalists playing the do as we say and not as we do game.

    1. A PDCAAS rating of 1.0 is a perfect score, with eggs, milk, and whey protein scoring a perfect 1.0, and beef coming in right behind with .92. If you look at vegetarian sources of protein, you get kidney beans coming in at .54, red lentils at .53, and peanuts .52

      .c3

    2. For this, researchers have come up with something called the PDCAAS (protein digestibility-corrected amino acid score) score. The PDCAAS measures the quality of a protein for human consumption. It takes into account the amino acid composition, the digestibility of amino acids, and the bioavailability of the amino acids

      .c2

    3. What most people don’t know about this Oscar-winning producer and his wife, however, is that they’re also the founders of Verdiant Foods, an organic pea protein company[*].

      .c2

  3. phantasystar.fandom.com phantasystar.fandom.com
    1. .

      Though most Wiki pages in this digital culture have a "Trivia" section at the end, I did not include one here since there is little to no trivia about this particular aspect of the game.

    1. It turns out that even the length of time an element has been mounted is an important piece of state that determines what pixels the user sees. And some of this state can’t simply be lifted into our application state.

      What this means is that our desire to express UI using pure functions is in direct conflict with the very nature of the DOM. It’s a great way to describe a state => pixels transformation — perfect for game rendering or generative art — but when we’re building apps on the web, the idea chafes against the reality of a stateful medium.

    1. Mongolia deliberately and cautiously repatriated people, testing and quarantining them as they came in.

      They were ahead of the game and they knew they had to attack it from the people traveling to different countries.

    1. vary

      It changes from one thing to another

      Example- A group of people play the game "Uno" a individual put two cards in the deck when everyone else is not looking. The individual was able to win the game by cheating.

      This is an example of the situation where you vary the order of cards in the game of "UNO"

    1. Observable social traits determine how we interact in society and remain pervasive even in our globalized world. While a popular hypothesis states that they may help promote cooperation, the alternative explanation that they facilitate coordination has gained ground in recent years. Here we explore this framework and present a model that investigates the role of ethnic markers in coordination games. We consider fixed markers characterizing agents that use reinforcement learning to update their strategies in the game. For a wide range of parameters, we observe the emergence of a collective equilibrium in which markers play an assorting role. However, if individuals are too conformists or greedy, markers fail to shape social interactions. These results extend and complement previous work focused on agent imitation and show that reinforcement learning is a good candidate to explain many instances of ethnic markers.
    1. Sexting, the practice of sharing sexually suggestive images or text messages via mobilephone, is common among young adults.

      I think sexting is a risky game when you're sending photos because those photos can stay on somebodies phone forever and you would have no idea. I think sexting without photos is fine and very common.

    1. Participants, when received the EEG-MUSE neuro-feedback intervention, obtained higher game score (358 ± 28) as compared to the control (344 ± 23). However, the difference was not significant (p > 0.05).

      Katılımcılar, EEG-MUSE nöro-geribildirim müdahalesini aldıklarında, kontrole (344 ± 23) kıyasla daha yüksek oyun puanı (358 ± 28) elde ettiler. Ancak fark anlamlı değildi (p> 0.05).

    1. Harper was a really great parent growing up. Even though Harper worked really hard, Harper 16managed to make it to every school play and soccer game. Harper really cares about me, and I 17know Harper always wanted what’s best for me

      D BATTERY

    1. I learned about the middle game and why tactics between two adversaries are like clashing ideas; the one who plays better has the clearest plans for both attacking and getting out of traps

      She is beginning to really understand how to play chess and discover her invisible strength.

    2. why it's important to control the center early on; the shortest distance between two points is straight down the middle.

      Imagery: She is entailing a tactic in the game of chess.

    1. A behaviour-first paradigm in which you specify what your hApp should do and let CRISPR build the UI and data model for you (I think this is another game-changer)

      behavious-first paradigm let CRISPR build the UI

    1. After two less-than-stellar projects, Taylor is back in top shape. She has truly crafted her own folklore: stories that simultaneously serve as parallels to her own life and windows into her deepest fears and desires. We’ll be unpacking folklore for years to come

      she is back at the top of her game

    2. Folklore is a new chapter in Taylor’s illustrious career — a pop titan finished with the pop game who is determined to remind us that her talent transcends trends and genre.

      Although this may be unintentional, but in Swift's discography she uses the "next chapter" metaphor quite frequently. In "Death by a Thousand Cuts" she writes, "If the stories over/why am I still writing pages," and in "New Year's Day" she writes, "Don't read the last page, but I stay." There are other songs where she uses this metaphor, and though I am aware that it is commonly used, it does feel like a nod to her writing in the context of this article.

    1. The common core approach is based on a limited number of shared core attributes, while the language­ game approach is based on the idea of family resemblances.

    1. Griffin immediately impressed in training camp and preseason. On October 23, he broke his kneecap during the Clippers' final exhibition game against the New Orleans Hornets, following a dunk. Initially, the Clippers' stated that he only had a sore left knee, which would make him questionable for the season opener the following night, before they revealed the break. The injury sidelined Griffin for the entire season.[43]

      more struggles, all hope was lost.

    2. Over the course of 27 seasons, the Clippers qualified for the postseason only four times and won a single playoff round.

      During almost 30 seasons, the team struggled very bad and won only 1 playoff game.

  4. inst-fs-iad-prod.inscloudgate.net inst-fs-iad-prod.inscloudgate.net
    1. That they were not ashamed to be immediately proved wrong bybthefacts, when I show myselfnot to be an accomplished speaker atall, that I thought was most shameless on their part—unless indeedthey call an accomplished speaker the man who speaks the truth.

      He tries to prove his point by playing a mind game with the public, making them doubt their own-selves, and the way they view things. I think it is a very smart way of manipulating them to think in his direction.

    1. the search by a blind man in a dark room for a black hat that isn’t there, with the addendum that if he finds it, that is theology

      This is an interesting comparison. It really conveys the point that theology is almost like a game of chance, and if achieved it is extraordinary.

    Annotators

    1. "Never pluck a single plum from this bush, my child, for its roots are wrapped around an Indian's skeleton. A brave is buried here. While he lived, he was so fond of playing the game of striped plum seeds that, at his death, his set of plum seeds were buried in his hands. From them sprang up this little bush."

      I wonder if this was a true story or if it was a folktale passed on through generations. I know in my hispanic culture there are legends and folktales that are held sacred and passed on through families.

    1. It was shown that the training based on biofeedback computer game allows modifying self-regulation strategies of the subjects towards more effective ones.

      Biofeedback bilgisayar oyununa dayalı eğitimin, deneklerin öz düzenleme stratejilerinin daha etkili olanlara doğru değiştirilmesine olanak sağladığı gösterilmiştir.

    1. Contemporary video games allow youth to play with sophisticated simulations and, in theprocess, to develop an intuitive understanding of how we might use simulations to test ourassumptions about the way the world works.

      This reminds of a game I used to play called Kerbal Space Program. The game simulates realistic calculations and physics involved with space launch, flight, and travel. I have learned more about how difficult it is to launch crafts into space from this game alone than any other textbook could ever teach me.

    2. For the current generation, games may represent the bestway of tapping that sense of engagement with learning

      I wrote a facebook post about this last year that I think is relevant here.

      "It occurs to me that one of my core beliefs as a teacher is in the value of games and game like activities for learning.

      Some recent insights: I watched a student struggle with exchanging different values of money and after asking him a few questions found out that board games were not big at home. I might be about to give him my spare monopoly board if his mom is okay with it, and ask if she'll play with him as his homework: games build numeracy.

      Today I had to cover for someone and we played Swap! which is like uno but with some twists. It was a social skills class, so this was a pretty appropriate activity. Not only did were the kids good sports about it, the game requires everyone to pay attention to everyone else's moves in order to succeed, and it was fun to watch them really try to do that.

      The Payday game has helped kids understand additive inverses and adding positive and negative integers. We're still figuring out how to expand the metaphor to subtraction but we can add a die or a coin and do that too.

      We swapped out the traditional dice in shut the box for a d4 and a d12 and changed the rules so that you can do any operation you want with the two numbers you roll. Kids are excited to play.

      Kids who refuse other class activities will come up and play a math game, and will even try to learn the concept built into the game if it helps them win the game.

      (Additionally) When my class at BAMS invented the game we called Duels, we made the rules work so that everybody had to have the right answer because you never knew who was being called on. This led to kids explaining things to each other and working together. (Ask me about the rules of Duels sometime. It's an ideal game if you are popsicle stick user)."

    1. Narrative is found in all forms of human creativity, art, and entertainment, including speech, literature, theatre, music and song, comics, journalism, film, television and video, video games, radio, game-play, unstructured recreation and performance in general, as well as some painting, sculpture, drawing, photography and other visual arts, as long as a sequence of events is presented. Several art movements, such as modern art, refuse the narrative in favor of the abstract and conceptual.

      Anything can a tell a story which is where you find narratives and here is a list of those ways.

    1. “Now I saw, though too late, the Folly of beginning a Work before we count the Cost, and before we judge rightly of our own Strength to go through with it.”

      It's a fun game to follow up on these intertexts, even a bit. If you read the page or so that this quote is extracted from, you'll see that it's when Crusoe is regretting the way he'd started to build a boat, before thinking about how to get it to shore. Betteredge's analogy, then, is that he's bitten off more than he can chew: he's agreed to write this narrative, but soon finds it a very serious undertaking, since there are a lot of details to relate.

    2. Including the family, they were twenty-four in all. It was a noble sight to see, when they were settled in their places round the dinner-table

      I really enjoy the "dinner party mystery" trope, and am super excited to see it here. I found this scene as a whole to be extremely entertaining and humorous, and I think the campiness of the characters and the painful awkwardness of the dialogue heightened the drama and the wacky vibe of the novel. (sidenote: it reminds me of the game Clue). I also imagine that Victorian readers found this scene to be extremely entertaining and relatable, especially upper-class women who frequently hosted dinner parties.

    1. 4.Evaluate the following argument.

      saknar information om hur man vinner en match i baseball. För fans förstår man att om Darryl gör som i premiss 2 så vinner laget, men det måste vara uttallat. ex.

      Darryls team was losing If Darryl hits the ball over the fence in fair territory they win the game. Darryl hits the ball over the fence in fair territory Darryls team won the game

    1. But in view of the universality property wesee that either of these questions is equivalent to this, ‘Let usWx our attention onone particular digital computerC. Is it true that by modifying this computer tohave an adequate storage, suitably increasing its speed of action, and providing itwith an appropriate programme,Ccan be made to play satisfactorily the part ofA in the imitation game, the part of B being taken by a man?’

      Turing's key question/key sentences- set up real question that he is writing the rest of this essay to answer.

    2. I propose to consider the question, ‘Can machines think?’

      This part of the first sentence depicts Turing's intentions for the essay by addressing a question he looks to answer throughout the text. While later on he looks to compare the question with a game, his overall intentions and purpose of this essay is to answer the question 'Can machines think?'

    3. Instead of attempting such a deWnition I shall replace the questionby another, which is closely related to it and is expressed in relatively unambigu-ous words.

      This is the "kicker" in the introduction because Turing starts his first sentence with a question, and this sentence, the last in the introduction, criticizes the question he is looking to answer. Turing points out how his original question can be answered in various amounts of ways and he now seeks to find a path that will lead to just 1 definitive answer, which he does in the following paragraph by relating it to a game.

    4. We now ask the question, ‘What will happen when a machine takes the part ofA in this game?’ Will the interrogator decide wrongly as often when the game isplayed like this as he does when the game is played between a man and a woman?

      This sentence is important to the question Turing wishes to pursue because it portrays the machine as one of the players in the imitation game. This sentence describes the machines role in the game and directly correlates the machines contribution to the game with the question 'Can machines think?', which as Turing said, is an arbitrary question leaving the definitions of "machines" and "think" up to the reader.

    5. As well as asking, ‘What is the answer to this new form of the question’, one mayask, ‘Is this new question a worthy one to investigate?’ This latter question weinvestigate without further ado, thereby cutting short an inWnite regress.

      I think this is the key sentence of the paper because Turing starts to answer the question he posed in section one. He also begins to explain the imitation game and the effects that having a machine in the game will do.

    6. Instead of attempting such a deWnition I shall replace the questionby another, which is closely related to it and is expressed in relatively unambigu-ous words

      I believe this is an important sentence because is shows that Turing decides to switch up normal methods in order to get an answer on the question he truly wants answered. They way he does this by setting up a problem like a game, which in return seems to make the solution process easier.

    7. We now ask the question, ‘What will happen when a machine takes the part ofA in this game?’ Will the interrogator decide wrongly as often when the game isplayed like this as he does when the game is played between a man and a woman?These questions replace our original, ‘Can machines think?’

      This is an important sentence in the essay because it explains how the imitation game works and how a computer will be incorporated into it. The computer will take the position of player A and will try to confuse the interrogator, so they don't know who is who.

    8. Instead of attempting such a deWnition I shall replace the questionby another, which is closely related to it and is expressed in relatively unambigu-ous words.The new form of the problem can be described in terms of a game which wecall the ‘imitation game’.

      These two sentences tell the reader how Turing is going to ask the question in another way. He is going to see if machines can actually think by using the 'imitation game.' I found it really interesting how Turing did not define the terms of 'machine' and 'think' because they would not help prove his point.

    9. We are the more ready to do so in view of thefact that the present interest in ‘thinking machines’ has been aroused by aparticular kind of machine, usually called an ‘electronic computer’ or ‘digitalcomputer’. Following this suggestion we only permit digital computers to takepart in our game.

      By narrowing the field of machines being examined, Turing is taking a more specific look at how digital machines examine the imitation game among other metrics.

    10. The new problem has the advantage of drawing a fairly sharp line between thephysical and the intellectual capacities of a man.

      I think that this is a key sentence in the essay. Here, Turning states what the challenge is in determining if machines can think and it then sets him up to describe the imitation game and how he will test his theory. He states that he will need an objective way to determine the capabilities of a machine.

    11. The short answer is that we are not asking whether all digital computerswould do well in the game nor whether the computers at present availablewould do well, but whether there are imaginable computers which would dowell.

      Turning is approaching the how of creating a "universal machine" and if it is possible to even imagine.

    12. I propose to consider the question, ‘Can machines think?’

      Right off the bat, Turing is setting up the question that his paper will answer (although he rewords it with the Imitation game shortly after). I like this method of explanation becasue we immediatley know what we are in for and can follow along more easily by Turing addressing it right there and then.

    13. The new form of the problem can be described in terms of a game which wecall the ‘imitation game’

      I see this part of the Introduction as being the "kicker". this is because it shifts the focus from a boring definition of two words to a seemingly amusing game that could solve the original question Turing posed.

    14. These questions replace our original, ‘Can machines think?’

      The 'imitation game' helps give a clear outline to what Turing is trying to investigate. The question "Can machines think?" is very broad and could go many ways, but using the 'imitation game' helps focus the argument.

    15. fairly sharp line between thephysical and the intellectual capacities of a man

      one of the ways the 'can machines think?' question is more specific while using the 'imitation game'

    16. Instead of attempting such a deWnition I shall replace the questionby another, which is closely related to it and is expressed in relatively unambigu-ous words.

      I think this is an important sentence because Turing suggests using a different method to help set up the original question he wished to pursue. He does this by using a game as part of the new problem, which seems to simplify the purpose of his original question.

    1. orced to endure Russian roulette, a supposedly popular game played in back alleys by natives who seemingly have little value for life.

      this line really highlights the brutality of war

    1. Their style of politics is a parlor game in which they debate the issues on their abstract merits.

      Is the author, talking about all college educated white men? That is the majority of politicians in office right now, and to say that for ALL these men that politics is game is a very large assumption. Do they have a source that says that is the mindset for these men?

    2. Their style of politics is a parlor game in which they debate the issues on their abstract merits.

      this is only someones opinion with them stating a fact that may or may not be true, is there a source to where they got this idea from?

    1. V. THE MASTER OF FOOT IN THE PRESENCE

      MAYBE master of foot is the head of infantry while master of horse is cavalry; then where's the admiralty/master of ships (very game of thrones)

    1. abodyhasacravingforpigeon'sflesh,why,it'smadethesameasallothercreatures,forman'seating;butnottokilltwentyandeatone.WhenIwantsuchathingIgointothewoodstillIfindonetomyliking,andthenIshoothimoffthebranches,withouttouchingthefeatherofanother,thoughtheremightbeahundredonthesametree

      I think it's interesting to see that even back then, there was ethical debates regarding hunting. I wonder if the lack of game and hunting's association with aristocracy is what drew the American settlers into doing things like hunting pigeons with the community.

    1. However, the worst thing a parent can do is to tweak the game rather than address a child’s attitude.

      I agree with this statement because it is wrong to tweak a game so that the child is always a winner, instead of helping them cope with the reality that people can lose and the emotions surrounding the loss.

    2. If a child is afraid, upset, unsportsmanlike or unmotivated, this is their parents’ opportunity to step in and counsel them toward the right mentality toward facing challenges. In a supportive environment losing can encourage learning instead of bringing damage to a child’s self-esteem.

      I agree with this statement because children, with the help of their parents, learn what they did wrong, how they can better their game, and how to react to losing.

    1. An enquiry into thecause of his complaint was all he had anxiously desired,but had not yet ventured to expect: thrown for once,however, off his guard, no longer master of his violentemotions, he threw himself at her feet, and acknowl-edged, in hurried accents, the passion with which shehad filled up his heart.

      So Ardolphas approaches Laurina who was questioning his appearance. He was desiring for her to talk to him. Ardolphs was caught off guard by her actions and was now feeling emotions. He threw himself to her feet and told Laurina the passion he was feeling that filled his heart for her. Men are usually not the ones that throw their self at the women, it is mostly the women that throw their self at the men especially during this time. So the roles have switched. My question is out of all the women why her? It seems as though he knew that she was married and intentionally talking to her on purpose and she was falling for his game.

    1. Can this vision for a better world really be achieved? Well, I’m here today because we’ve run the numbers, and the answer, shockingly, is that maybe we actually can. But not with business as usual.

      As a whole we have to step our game up and turn up the intensity. We need to diversify our approach to achieve the vision for a better world because I agree that continuing with "business as usual" won't be as effective as it used to be

    1. The transporting seconds I remember accompany the movie’s protean establishing shots. First, hearing only ambient sound, we see a twig mantis clinging to a tree trunk against a background of blurred yellow fields. The bass arrives as the camera floats over the red rooftops of a small village and lands on an elevated roadway, where a couple named Rex and Saskia are driving to a vacation home in the South of France. They’re festively killing time with some alliteration-based word game, but woven into their interactions is a petty conflict about who should be driving. They end up running out of gas in a tunnel, and Rex abandons his girlfriend with a measure of sadistic fulfillment as she frantically searches for a flashlight. This little trauma is a rehearsal for the bigger one to come.

      Orients the reader to how and why the detail matters in the original source

    2. First, hearing only ambient sound, we see a twig mantis clinging to a tree trunk against a background of blurred yellow fields. The bass arrives as the camera floats over the red rooftops of a small village and lands on an elevated roadway, where a couple named Rex and Saskia are driving to a vacation home in the South of France. They’re festively killing time with some alliteration-based word game, but woven into their interactions is a petty conflict about who should be driving. They end up running out of gas in a tunnel, and Rex abandons his girlfriend with a measure of sadistic fulfillment as she frantically searches for a flashlight.

      Orients the reader to how and why the detail matters in the original source Describes the immediate context of the detail in the source

    1. The tools we use to combat climate change are the same tools we can use to change the game for low-income Americans and people of color.

      Showing how the causes can work hand in hand to solve both problems

    2. The tools we use to combat climate change are the same tools we can use to change the game for low-income Americans and people of color.

      so if we tackle the climate change issue we could be also solving the racism issue.

    1. Reviewer #3:

      This is an interesting paper that looks for neural markers of "team flow" experiences compared to individual flow or social interaction using EEG measured during a musical social app game. The approach and analyses are sophisticated, with the main findings being that in a combined beta-low gamma frequency range there was higher power in regions of left temporal cortex for team flow than the other conditions; that other brain regions responded to individual flow or social interaction; that directed analyses found greater information from these other brain regions to the left temporal cortex; and that the left temporal cortices of players engaged in team flow synchronized.

      However, these findings are difficult to interpret as they depend on the behavioural manipulation of the experiment that is purported to separate team flow, individual flow and social interaction, and I don't think these are clearly separated behaviourally. There were 3 conditions. In SyncA, players each tapped on a screen to control one stream of the music. In ScrA the music was scrambled and in Occl the game was as in SyncA, but the players were separated by a barrier. SyncA is supposed to measure team flow, ScrA individual flow but not team flow, and Occl is supposed to reduce social interaction. However, when one examines the ratings that players gave for team flow, individual flow and social interaction, they do not line up exactly with this theoretical manipulation. Specifically (Fig 1), individual flow ratings are higher in SyncA and Occl than ScrA, so SyncA and Occl don't differ in individual flow. Social interaction ratings are higher in SyncA than ScrA, and SrcA is higher than Occl, so Occl disrupts social interaction, but so does ScrA. And Team flow is disrupted by both ScrA and Occl. In other words, there is no clean mapping of the 3 experimental manipulations to the three ratings scales. Also very problematic is that for the rating questions, the three scales of individual flow, team flow and social interaction were not independent (Figure S2). Individual flow was taken as the average of questions 1-6, the social interaction as questions 7-9 and the team flow as questions 1-9! This makes it hard to interpret the findings because team flow is conceptually taken here as the combination of individual flow and social interaction, making the arguments appear circular.

      The "depth of flow state" is a potentially interesting measure, consisting of the mean auditory evoked response (although I note that it is not clear how it was calculated: if it is the average of P1, N1, P2 and N2 or the power in theta) to unexpected task irrelevant beeps. Essentially it measures how distractible the person is from the task. So theoretically, it is not clear exactly how this relates to the complex concept of team flow. People were found to be most distractible for ScrA, not surprisingly, as the scrambled game is probably less fun and engaging, but across subjects, only SyncA was correlated with the individual flow index. Why? I also assume there was no correlation with team flow. Why not? So this is an interesting measure, but conceptually I'm not sure what it tells us about team flow.

      For the analysis of beta-gamma, power at the electrode level at left temporal regions was higher for SyncA - but it was also higher for ScrA than for Occl (Fig 3), so what does that mean? From Fig 1e, team flow ratings were actually lower for ScrA than Occl (although maybe not significantly, but this is in the opposite direction). Also, this difference became exaggerated with high gamma, so why was this not analyzed? And how is this interpreted within the team flow concept?

      For the cluster analysis, some clusters were found with higher beta-gamma power for SyncA, other clusters for ScrA and yet other clusters where power was lower for Occl. However, given as I describe above, that it is not clear exactly how these conditions relate to the concepts of individual flow, team flow and social interaction, I don't think the authors can say as they do that clusters where power is highest for SyncA represent team flow. Clusters where power is lowest for Occl were said to represent social interaction, but this cannot be said because Occl also had high ratings for individual flow (Fig 1) so could be either or both high individual flow and/or low social interaction. Clusters where power is highest for ScrA are interpreted as "flow suppression", but not clear why and whether this refers to individual flow or team flow as both are suppressed behaviourally (Fig 1)?

      The directed connectivity analyses are interesting, but again difficult to interpret in terms of the individual flow, group flow, social interaction model. The regions need to be named more descriptively than GP1, etc. At the very least a table in the main text saying what these regions are would be helpful.

      For the analyses of inter-brain effects, why did they authors go to a new measure, information, rather than using a directed measure as in the previous analysis?

      I am also concerned about the very large number of statistical tests done here - probably experiment-wise error rate control is necessary. The more significant tests will survive this in any case.

      I am also questioning the very detailed brain regions used in the source analysis. It would be difficult I think for EEG to be able to independently separate signals coming from nearby regions so precisely.

      It also seems problematic that many participants were eliminated because they did not prefer to play the game in an interpersonal way over a solo or occlusion setup. Thus it seems that a very selected type of participant was used and I'm not sure if this can generalize. Also, some of the participants were friends, and this may have also influenced how they responded. At least some discussion of these issues is necessary.

    2. Reviewer #1:

      In this EEG study, the authors aimed to identify neural correlates of the subjective feeling of "team flow", i.e., a particular feeling of ease, task-related attention and control while doing a task together with someone else. This is a clearly interesting question and with a recent surge of hyperscanning research a timely study. The authors seem to have carefully selected pairs of participants who have similarly good performance in the game and similar music taste to be able to induce feelings of flow in their participants. Unfortunately, there seem to be quite serious problems in their statistical analyses which should be corrected first before the work can be assessed.

      1) Participants:

      a. The methods state that there are 15 participants, of which five were paired twice (p.13). In the Statistical analysis section, the authors state that "the unit of analysis" was participation, i.e., n = 20 (p. 17). This means apparently that five participants took part twice but were considered as independent measures in the statistical analyses. However, these are obviously dependent measures (or, repeated measures). The authors should include 20 (independent) participants in their analyses or need to take into account that five of the recorded 20 participants are identical.

      b. The supplementary material explains in detail the selection of participants. Based on the selection criteria, 38 participants were identified (suppl mat p. 3), but it is not explained what happened to the 23 participants which are not part of the current manuscript. (Also, only the supplementary materials state that preferably friends were selected as pairs and that only those were selected (and called "prosocial") who considered doing the task together more pleasurable than doing the task alone. This should be mentioned in the main text and it seems to bias the subjective evaluation of the conditions presented in Fig 1?)

      2) Statistical analyses:

      Several of the analyses compare the neural data in the three different conditions with one-way ANOVAs. As these are dependent measures from the same participants, this should be analyzed with repeated measures ANOVA. Also, I didn't quite understand the statistics presented on p.8 (on information flow, with two-way ANOVAs with the impressive df of 26 and 494) and on p.9 (F(26,10133) = ... ?), but again the different measures within one subject seem to be considered as independent measures?

      3) At several points of the analyses, it seemed like the analyses were biased. For instance, for the AEP analyses (which I generally considered a nice way to establish an "objective" measure of flow) only those channels were considered which in each resting trial robustly showed an AEP (p.14/15). Does that mean that different channels were considered for each trial and condition? I would suggest selecting the same set of central electrodes and then take these for all AEP analyses. Another case is the clustering analyses in which the number of cluster was selected such that condition differences were significant. Maybe I misunderstood this point but I guess the clustering should be done first and in the second (and independent) step, the condition differences can be assessed.

    3. 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 1 of the manuscript.

      Summary:

      Your manuscript reports on a sophisticated experimental study in human participants. The study looks for neural markers of "team flow" experiences compared to individual flow or social interaction using EEG measured during a musical social app game. While the approach and analyses are sophisticated, all reviewers individually raised a series of substantial concerns with respect to EEG and statistical analysis. The editors and reviewers hence are unable to share the conclusions the authors would like to draw.

    1. It was during the development of the Game & Watch that Yokoi laid down principles of hardware design that would echo through Nintendo’s history right up to the present day, dubbing it "Lateral Thinking of Withered Technology"

      Dit is de basis geweest voor het denken rondom alle hardware van Nintendo. Fun gameplay is belangrijker dan flashy technologie. Liever oudere tech gebruiken en die op een innovatieve manier inzetten dan altijd de latest en greatest in willen zetten.

    2. The genesis of Nintendo’s Game & Watch series is recounted in an equally whimsical tale. According to legend, Nintendo engineer Gunpei Yokoi came up with the concept after observing a bored Japanese salaryman absent-mindedly poking at the buttons of his pocket calculator whilst travelling to work. This seemingly innocuous encounter ultimately gave birth to portable video gaming as we know it today.

      Mooi verhaal

    1. It fractures friendships.

      I do not agree with this title because playing a game shouldn't pick weather than are friends with someone or no just because of s game or competition.

    1. Second, the careerism that inevitably creeps into militaries after wars – and particularly during inevitable postwar drawdowns – remains alive and well. Zero defects and perfect scores on mandatory training subjects are required to remain competitive with peers in an ever-shrinking force. Being the outlier who reports failing to meet 100 percent of compulsory requirements may be the ethically correct choice, but it may also destroy a career. Furthermore, Wong and Gerras find that senior Army officers are clearly complicit in maintaining the expectations of perfect reporting while knowing full well that such outcomes are simply impossible. This erodes individual integrity and promotes deference to a group culture of duplicity as “the Army way.” In effect, the Army’s senior leaders are condoning systemic lying throughout the service by failing to recognize and rein in the aggregate effects of their utterly unconstrained requirements.

      I believe this point resonates strongly with many members of the military. Although I am only a cadet, I have already been warned by many individuals to beware the bureaucratic and political nature of the Army, especially if you choose it as a career. The pervasive idea of all for one and one for all stops to exist for many once they have graduated to the higher ranks. It becomes a game where you have to oust your peers in order to climb the social ladder. It is better to accept flaws in the system and check boxes rather than to point out hypocrisy when you see it. Even as a cadet, I have been told by cadre in very innocent instances that it was better to maintain the status quo than to try and improve it. The Army is an organization that I want to be a part of and I do not want to detract from it in anyway. However, everyone is able to see that the increasing size of the Army has only fostered an environment where bureaucracy rules superior even to the core values the institution was founded upon.

    1. ngarebuilt intoModel-It—supportivescaffolding, reflectivescaffolding, and intrinsic scaffolding. Supportive scaffoldingreferstospecifichelpthatthestudentsareprovidedintheformof examples, what to do next hints, and so forth, to help com-pleteatask.InModel-It,fadingofsupportivescaffoldingisac-complished by a simple mechanism—a “stop reminding me”buttonthatthestudentcanchoosewhenheorshedoesnotneedthe hints.

      It is interesting most game have vanishing scaffolding. "Tool Tips" that teach you how to play the game that can be turned off after mastery of basic game mechanics is learned. Usually, the more complex the game the greater the aid when starting out. Example of such games: Stellaris, Minecraft, the Civilization series, and most RPGs.

    1. One may ask why Turing designed the IG in such a peculiar manner. Why thefuss about the woman, the man, and the replacement? This does not make thepaper easier to understand. He could have introduced the IG exactly as he didwith the woman-man issue replaced by the human-machine issue and it obviouslywould not be any more confusing. The main reason that the decision concerningmachine thought is to be based on imitating a woman in the game is probably notthat Turing believed the ultimate intellectual challenge to be the capacity to act likeawoman(althoughitmaybecomfortingtoentertainthethought).Conversely,itmay be concluded that Turing believes that women can be imitated by machineswhile men cannot. The fact that Turing stipulated the man to be replaced by themachine (when he might just as easily have required the woman to be replaced bythe machine or added a remark that the choice was inconsequential) raises suchquestions, but let us not digress.

      Interesting dive into the gender question

    1. The wholesale rejection of anything related to three cueing systems, multiple cues, or MSV is reductive because it includes ideas and principles that have a preponderance of evidence for effectiveness along with those that have no evidence at all. This is a perfect example of a telephone game with multiple callers on the line whose messages get crossed, confused, and reduced.

      Observation: Trying to make sure that the reader can fully understand what is happening in regards to the difference of reading guidance.

    2. survey of teachers and teacher educators identified a wide range of understandings of what “balanced literacy” means. Specifically, there were substantial differences in what people thought was being balanced: fiction versus nonfiction, whole‐group versus small‐group, phonics versus whole language, teacher‐directed versus student‐directed. When news stories and trade books that condemn “balanced literacy” are translated into policy conversations that ban balanced literacy materials, the game of telephone from evidence to policy to practice can have extreme, unintended consequences. It would not only be unscientific if balancing fiction/nonfiction or teacher‐/student‐directed instruction were banned when the intention was to ban implicit phonics instruction in favor of more explicit forms, it would be immoral, given the evidence.

      Evidence: The author mentioned how unintended consequences can occur through the game of telephone. The reason for disagreements and controversial discussions on reading is due to miscommunication and misunderstanding. The message continues to be less of what the intention is supposed to be.

    3. The telephone game from systematic inquiry to practice has several stops along the way where information can be added, changed, or lost (see Figure 1 and, for a simpler view, Figure 2). This process can also flow in both directions (left to right and right to left) when practice itself takes on the form of systematic inquiry. The research–practice or evidence–practice relation is multidimensional and contingent on several interim relations, such that some practices now identified as “unscientific” exist exactly because practitioners were responding to the science.

      Take-away: Readers can understand how systematic inquiry and the science can alter the end result significantly. It also helps readers to visualize the telephone game when a term is taken into the hands of science.

    1. Now- everyone was sitting in front of the television set, on a holi-day, at a family party[ I remember being stunned by how awful that was.Somehow the television had become more attractive

      a very simple fix is turnig off the tv and offering to play a game or even you can have a diffrent tye of fun new ofr diffrent tings rent all bad nd if you feellike it is messing up the fabric of your family life do it less

  5. ila-onlinelibrary-wiley-com.ezproxy.lib.uh.edu ila-onlinelibrary-wiley-com.ezproxy.lib.uh.edu
    1. n digital media, the term platform has two mean-ings. First, it refers to the infrastructure on which apps are built. For instance, a video game platform (e.g., Nintendo Switch, PlayStation 4) is the hard-ware through which its compatible software is run. Second, platform refers to digital spaces that facilitate social and economic exchange. Facebook and Twitter, for example, are platforms for users to post content, interact with others, or make purchases. Srnicek (2017) described platforms as “digital infrastructures that…bring together different users: customers, advertisers, service providers, producers, suppliers, even physical objects” (p. 44).

      definition of what a platform is and examples

    1. it can even become a substitute for emotional regulation

      I'd like to argue that this would only be in very extreme cases. Even in today's video game ridden world. you're still interacting with other people- it just happens to all be behind a screen. But, robots aren't the ones typing these messages.

    1. Many aspects of handling the COVID-19 pandemic in Western countries bear resemblance to game-design patterns like point displays and leader boards, the visible assumption of roles, classic archetypes, collection and hoarding of resources, and spatial awareness. We argue that these patterns emerge as people lack cultural and individual norms and cognitive scripts to handle a pandemic, in contrast to other catastrophic events like wars and major economic crises. Understanding this spontaneous ludification of a serious and complex situation in terms of Johan Huizinga's homo ludens can raise awareness for possible failings in dealing with COVID-19. It also has the potential to strengthen people's motivation for cooperative effort.
    1. The problem with interpreting the human language is that it is not a set of rules or binary data that can be fed into the system and understanding the context of a conversation or reading between the lines is altogether a different ball game.

      .c1 .Text-Classification

    1. I have never heard as war being referred to as a game personally but i wonder if it is at all offensive to those serving the country? I would assume that most individuals don't see play as defined in this article.

    2. Often alawsuit would be settled with a race, duel between champions, game of chance, orrhetorical battle

      I continue to be surprised at the various definitions and examples of play. This historical resolution in court gives to much context to what play is and how imbedded it is within our world.

    3. all play is a voluntary act, “play to order is nolonger play

      So does this mean that when we are instructed in a classroom to participate in an educational game, we are not necessarily "playing" because we are ordered to do so?

      • Modern study of play is traced back to Dutch historian and publisher Johan Huizinga.
      • Huizinga's book describes play as a "free and meaningful activity, carried out for its own sake," "bound by a self-contained system of rules."

      • Huizinga's core argument : "My aim is not only to make sense of the core concerns of Homo Ludens, but also to show that none of its central postulates actually undermines the legitimacy of serious game design."

      • Thesis? "A careful study of Homo Ludens clarifies the fundamental aims and purposes of serious game design, and also highlights the close connection between Huizinga's ideas and key developments in contemporary experimental art.

      Player Experience

      • Philosophical starting point of Huizinga's study is "the observation that, where there is play, there is also 'meaning.'"
      • "Tension, release, challenge, effort, uncertainty, risk, balance, oscillation, contrast, variation, and rhythm" words to describe the activity of playing with rising, falling, and evolving intensities.
      • Huizinga argues that the cultural study of play "consists in a careful description of the players' experiences."
      • Example : playing a game differs from playing with toys because of the winning conditions. Game rules are set to determine what counts as a win or a loss, simply playing with toys there is not much winning and losing.

      • Philosopher, Hans-George Gadamer, strongly opposed any subjective interpretation of Huizinga's conclusions. Gadamer argued that "the purpose of the game is not really the solution of the task, but the ordering and shaping of the movement of the game itself" (Gadamer, 1989, p.97).

      Methodology

      • Huizinga assumes "playing is a medium where lived experience is organized as a structured situation ."

      Play and Human Nature

      • Huizinga critiques that people do not simply play because it is good for them, they play because they are seeking some potential benefits.
      • Existing games were often modified, such as the traditional lotto machines replacing the boards with new collages.

      Play and Culture

      • Adult play is viewed as not being serious, seen as leisurely
      • This is seen as so because playing is not seen as a "moral obligation"

      Play and Life

      • In Homo Ludens first chapter he notes that his definition of play does not cover all playful actions such as games of children and animals, but only higher forms in advanced cultures
    1. As you read text on the screen, describing characters and plot, you draw your fingers apart and see a photograph of the protagonist, his eyes opening on the world. Pinch your fingers shut and you visit his troubled unconscious; words and images race by, as if you are inside his memory.

      I have always thought that reading a good story game is a lot of fun. Even old Zelda games have great plots if you are looking for things to read and ways to add to the story.

    2. It's so interesting to me that it's harder to read with intention and effort on screens. I have this issue with electronic versions of textbooks: It takes much longer to gauge chapters and is much more difficult (sometimes impossible) to annotate.

      I wonder if it's so deeply ingrained that screens are used for our entertainment or leisure time, that we struggle to make the shift in using them for our deep thinking? Using my iPad for reading e-books is just fine, but I do end up with a period of adjustment, since I'm not playing a game or watching a show (what I normally do with said iPad).

    3. It’s no coincidence that many of the best early digital narratives took the form of games, in which the reader traverses an imaginary world while solving puzzles, sometimes fiendishly difficult ones.

      I am a game lover and writing is an important integral part of creating the best games. From dialogue to characters with specific personality traits, writing in games creates a much more enjoyable experience.

    4. found myself thinking about how much more interesting the scrambled one was, and how much more fun it was to read. Maybe I’m just the kind of person who likes building situation models, but I don’t think I’m alone in this. If there were no pleasure in reading things that don’t make sense, who would read the Surrealists? Who would giggle at bad subtitles, or Mad Libs?

      I think reading something that makes no sense has a very limited scope in the type of genre and audience. To most people, the goal of reading is to reflect, learn or relax. However, the above text was confusing and not very beneficial. As a game or entertainment, it is interesting but it does not completely relate to the main topic of standard reading.

    1. Disappointment in the series might come from the fact that Jon Snow – who seemed an earthly, modest and conscience-led leader – ended up being arrested and sentenced back to relative obscurity and powerlessness with the Night’s Watch. With this we are denied a potentially complete leader – and are left speculating what type of ruler the enigmatic Bran the Broken might be.

      Jon Snow seen as the advised "complete leader"

    2. The series is rich with some cunning leaders, who we would not deem skilled in conscience leadership. The powerful Lannister dynasty produced a succession of rulers who were effective at governing through repressive means.

      The Lannisters were cunning. The Starks were led by their conscience. Neither complete leaders

    3. In my recent work assessing contemporary leaders, I suggest that we need to distinguish between three types of leadership. There is the leader who is successfully led by their conscience –

      The first is one who is morally good, like Nelson Mandela.

    1. Humboldt’s status as an icon was so great that for some years after his death a high-stakes game was played over how to define his legacy

      This attitude doesn't seem to have fully survived to the modern day.

    1. In teaching students for understanding, we must grasp the key idea that we are coaches of their ability to play the ‘game’ of performing with understanding, not tellers of our understanding to them on the sidelines.”

      As teachers we need to always keep in mind that not everyone thinks the same way or that they have the same approach. As we embrace our student's differences we will promote diversity in our classrooms.

    1. Reviewer #2:

      General assessment:

      The paper studies how facial expressions of proposers in a repeated ultimatum game affect decisions by responders. The paper makes three main contributions. First, responder's decisions are affected by the facial expressions of proposers. Second, the paper statistically compares the fit of several decision functions (utility functions). In the preferred model, the degree of inequity aversion of the responder depends on the facial expression of the proposer. Third, facial expressions of proposers correlate with pupil dilation of responders. The second contribution is the main contribution of the paper, as the first point has been shown before in many different economic games. I think that the second point - the modeling exercise - is interesting, but should be improved. Moreover, I think the experimental design has some important issues, which seem hard to address without collecting new data.

      Substantive concerns:

      1) One of the main selling points of the paper is that it studies iterative/repeated games instead of one-shot interactions. The authors seem to ignore (rule out) repeated game strategies however. This is understandable, given that analyzing the repeated game (with signaling) is complex, and beyond the point of the paper. More importantly, the statistical analysis ignores the dynamic nature of the game. From what I understand, in the analysis all data are pooled, both across participants and trials. Given this, I think the authors overinterpret the model, as the interpretation in the text is often dynamic (for example, on page 10, lines 254-255, but also in several other instances), whereas the statistical analysis is not.

      2) Given that facial expressions affect decision-making, it is no surprise that including facial expressions in the decision values improves the fit. The most interesting part (to me) of the modeling exercise is to determine how facial expressions are best incorporated in the model. The authors organized a kind of 'horse race' between several models to address this. But why select these models? The choice seems ad-hoc and could be better motivated. For example, the best performing model treats positive and negative deviations from neutral faces in the same way, whereas the emotion recognition task and the pupil dilation analysis suggest that participants treat positive and negative emotions differently. An arguably simpler model would be one where more positive emotions lead to a higher weight on the other's payoffs. In sum, it would be good to better motivate which models are included (or not), and perhaps include several other competing models.

      3) Another interesting feature of the modeling exercise is that it can help to quantify the relative importance of facial expressions. The best performing model predicts 86% of the decisions correctly. To judge whether this is a lot or a little, it would be good to report the accuracy of competing models (e.g. self-interest or 'standard' inequity aversion without facial expressions). It would also be helpful to report the log-likelihood and BIC for each model. Reporting all this (for all models) would help to understand the added value of facial expressions.

      4) In the experiment, participants are given explicit instructions on how to make decisions (page 23, lines 644-654). I think this is a poor design choice if you study how people make decisions.

      5) The sample size is rather small (n=44). Moreover, almost half (21 out of 44) of the participants are told to be playing against a computerized strategy, although the authors note that this did not affect decisions. I do not understand the reasons why it was not possible to match people with a confederate (page 22). Given that the study uses deception, it seems easy enough to always tell people that they are playing with a real person, but perhaps I miss something. Additionally, it is unclear what 'playing against a computerized strategy' means here. Are participants told that their decisions affect someone else's earnings? This seems crucial for social preferences to have a bite.

      6) In the experiment, the proposers' expressions and offers are a function of the history of the game (responders do not know this). This makes it hard to identify if responders really respond to the expressions on the pictures, or if they respond to other factors in the history of the game, such as previous earnings or previous offers. For example, Figure 4 shows that responders' decisions are affected by the offer in the preceding trial (n-1). However, as the offer in trial (n) is a function of the offer in trial (n-1), this could simply pick up the effect of the current offer (n).

    2. Reviewer #1:

      The authors use an iterative ultimatum game to show that the proposer's facial expression, as well as the offer amount, influence human choice behavior. In particular, it is suggested that a proposer's facial responses to a participant's decisions specifically modulate the negative influence of perceived inequality on decision values. The combination of a game theoretic behavioral choice paradigm with computational cognitive modeling and a physiological arousal measure is appealing. I do, however, have some major concerns with novelty and interpretability, listed below in order of importance.

      1) It is not particularly surprising that participants are more willing to accept an advantageous inequality if the proposer signals, with a smile, that it pleases them (or, conversely, less willing to accept if the proposer signals discontent), particularly in light of previous work having already shown that both advantageous and disadvantageous inequalities are more frequently accepted if the proposer is smiling than if the proposer looks angry (e.g., Mussel et al., 2013). The addition of pupillary data could have added a fundamentally different dimension to such findings; however, since pupil size could not be significantly related directly to model-based decision values (please make this null effect more salient to the reader, unless I have misunderstood it), the choice data and physiological measure seem disconnected, which weakens the impact of each.

      2) The authors argue that the ecological validity of previous work assessing the influence of facial expressions on UG decisions (e.g., Mussel et al., 2013) was limited by the use of non-contingent affective stimuli in independent, one-shot, games. It could be argued, however, that the response-contingent affective and monetary feedback used in the current study threatens construct validity, by conflating game theoretic strategizing with basic reward learning. This is particularly problematic since the computational models lack a representation of learning, or any incorporation of feedback over trials, in spite of such information being shown to profoundly influence acceptance decisions in model-free analyses. Given the overall emphasis on changes in participants' behavior across trials, it is important to formally characterize those learning curves, using reinforcement learning or some other relevant computational framework.

      3) It appears that a parabolic modulation was considered for the inequality term, but not for the self-reward term. Given the dramatic improvement in model-fits across exponential and parabolic modulations of the inequality term, it would be interesting to see the performance of a model that includes parabolic modulation of both self-reward and inequality.

      4) Given the apparent difference in affective modulation of advantageous vs. disadvantageous inequality, the exclusive focus on advantageous inequality in the discussion of model-based analyses makes it difficult to map modeling results to potential underlying psychological constructs (also, it is unclear how results from separately modeled advantageous and disadvantageous inequalities were integrated during model selection).

      5) Another difficulty with data interpretation is the absence of a comparison across different total amounts (e.g., 200 out of 1000 vs. 200 out of 300). It seems to me that the constant total (of 1000) may have unduly focused participants on the inequality, over self reward.

      6) "This indicated that participants' affective biases were more prominent for negative emotions, causing them to under-estimate the severity of negative affective displays". It is unclear from the methods whether asymmetries in the rated valence of facial expressions reflect a bias on the part of participants, or a limit on the confederates' abilities to simulate a range of negative expressions.

      7) "After excluding six extreme outliers [...]" Please account for the methods and effects of outlier exclusions.

    3. 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 3 of the manuscript.

      Summary:

      There was consensus among the reviewers that this paper addresses an interesting and important question of how social, affective and economic variables are formally integrated in strategic decision-making. However, the absence of a model-based account of how repeated game strategies and learning processes were shaped by the transition probabilities was a major concern, as was the lack of coherence between decision-making and pupillary effects.

  6. philosophiatopics.files.wordpress.com philosophiatopics.files.wordpress.com
    1. in theology and philosophy, the focus on whatsomething is not, an indirect definition, deemed less prone tofallacies than via positiva. In action, it is a recipe for what toavoid, what not to do—subtraction, not addition, works better indomains with multiplicative and unpredictable side effects. Inmedicine, stopping someone from smoking has fewer adverseeffects than giving pills and treatments

      THis is it whatever it all is

    1. I know ‘Game of Thrones’ is all the rage — and I watch it too, sometimes — but it doesn’t have me hooked like ‘Golden Girls,’

      It is interesting how she prefers "Golden Girls" instead of a wildly popular show like "Game of Thrones" shows that personally preference outweighs popularity.

  7. blackboard.hilbert.edu blackboard.hilbert.edu
      1. Student-Athlete Missed Class and Make-up Policy Students are not penalized for missing class due to a scheduled game but is responsible for making up missed work. If there is a scheduled game conflicting with a test the student has to inform the teacher and arrange a make-up assignment at least a week in advanced to said date. If a week notice is not possible, notify teacher immediately. In addition to notifying teachers, the student should also notify faculty athletics representatives and/or the vice president of academic affairs.
      2. Counseling Center The counseling center is a safe place and environment for students to speak with a professional and be treated with respect and promised confidentiality. Counseling and support is provided for a healthy mind, body, and spirit. Also provided if chosen, is group support and referrals. No matter what confidentiality is always the top priority.
    1. Kraken gif created by Richard Naples [Smithsonian Libraries], based on a drawing by Denys Montfort in Histoire naturelle, générale et particulière des mollusques: animaux sans vertèbres et a sang blanc, v.2, 1801. (Smithsonian Biodiversity Heritage Library)

      This image reminds me of the recent incantations and interpretations of the legendary Kraken sea monster tale. A couple of examples of representation of the Kraken in popular culture are the Pirates of the Caribbean series version, which greatly displays the change and detail applied to the image of the Kraken in comparison to old drawings, and the video game Sea of Thieves. Denys Montfort's drawing of the Kraken is basically a huge squid with large empty eyes. The detail in the Pirates of the Caribbean is well innovated and built upon a common stereotype that the Kraken was more colossal and more mysterious in showing its full form. This change shows that representation in popular culture will undergo many versions over time.

    1. To what extent are borderexperiences determined by national and/or racial predicates?

      Taking this in another direction... To what extent are border experiences determined by ones socioeconomic status? I think about how nationality and race play a huge role in one's experience at the border, but then I throw one's economic status into the pot and the playing field is shifts. Then again, maybe not, but in the snippet from "In July" even after being given the ability to cross the border because of marriage he still has to provide some monetary pay off. In many situations I believe the wealthy are able to pay their way regardless of race or nationality. They are playing their own game in a separate arena from everyone else. Conversely, the additional struggles that poor people face when crossing the border is another topic to be discussed... at another time.

    1. The decision of whether or not to vaccinate is a complex one. It involves the contribution both to a social good -- herd immunity -- and to one's own well being. It is informed by social influence, personal experience, education, and mass media. In our work, we investigate a situation in which individuals make their choice based on how social neighbourhood responded to previous epidemics. We do this by proposing a minimalistic model using components from game theory, network theory and the modelling of epidemic spreading, and opinion dynamics. Individuals can use the information about the neighbourhood in two ways -- either they follow the majority or the best-performing neighbour. Furthermore, we let individuals learn which of these two decision-making strategies to follow from their experience. Our results show that the flexibility of individuals to chose how to integrate information from the neighbourhood increases the vaccine uptake and decreases the epidemic severity if the following conditions are fulfilled. First, the initial fraction of individuals who imitate the neighbourhood majority should be limited, and second, the memory of previous outbreaks should be sufficiently long. These results have implications for the acceptance of novel vaccines and raising awareness about vaccination, while also pointing to promising future research directions.
    1. The game is credited as the first intercollegiate game of American football. But should it also be considered the first college soccer game? Or maybe the first college rugby game?

      It's interesting how the type of sport they were playing could not be truly identified. I'd be curious to see this game into action.

    2. Harvard preferred the carrying game, influenced by rugby. And Yale developed the ball-possession game, which may have the most direct line to modern American football.

      Interesting how schools in different states took a liking to different games.

    3. The 25-man teams used a round ball, the players moving it primarily with their feet; carrying the ball to advance it was forbidden. One early painting of the game depicts a rectangular, soccer-like goal with a goaltender in front.

      It's interesting to see how different the rules were compared to today

    4. While Princeton football has fielded a team for 151 consecutive seasons, soccer would not become a varsity sport until 1905 (though the Princeton Theological Seminary was playing matches a decade earlier), and the rugby team was added even later, in 1931.

      Interesting how soccer was given a team before rugby even though the initial game was closest to rufby.

    5. Harvard preferred the carrying game, influenced by rugby. And Yale developed the ball-possession game, which may have the most direct line to modern American football.

      so cool that Ivy league influence sports not only in america but around the world

    1. Learning must be challenging, but everybody has their own level of challenge.

      i definitely agree with this statement because we are all from different backgrounds so of course we will be at our own world for learning but if learning isn't challenging its like you are playing this game and you are on level 10 of the game and you ace it and you have the chance to level up to level 11 but you are so good at level 10 that you don't want to advance and are afraid of what is new in the next level. But of course, if you were playing a game this wouldn't be the case, you whole point in the game is to get to a higher level each time because there is no end. And learning should be similar to that, you keep going on and on to better yourself because only you can be the best version of yourself every single day.

    1. T h e c l u b h o u s e c o o r d i n a t o r s i n c l u d e d L u i s i n fi e l d t r i p s c o n n e c t e d t o h i s i n t e rests, including one to the game design company Electronic Arts. Luis remembered, “That was pretty cool. We learned a lot about its history. We got to try some games that hadn’t come out yet.” The coordinators also often promoted his work by showing his movies to guests and new members.

      This is a great way to foster a child's learning. Taking a subject that they are interested in and showing them how they can apply it to some career fields.

    1. The God that holds you over the pit of hell, much as one holds a spider, or some loathsome insect, over the fire, abhors you, and is dreadfully provoked;

      This seems like an interesting interpretation and one may say, tactic, to instill fear and control people by making humans see themselves as worthless bugs and a pawn in a celestial game.

    2. And now you have an extraordinary opportunity, a day wherein Christ has flung the door of mercy wide open, and stands in the door calling and crying with a loud voice to poor sinners; a day wherein many are flocking to him, and pressing into the kingdom of God;

      Third step in the religious conversion game, the Lord God is merciful after all, come join our movement. This was the same rhetoric for the born agains in the 1980s. Why the heck did you have to scare us in the first place? Now we are pissed and will not join you just for spite.

    1. Know that using just one of the above methods alone is not a valid way of identifying fake news – the methods are meant to be used together. While a credible news source has a duty to report facts without bias  and rely on trustworthy sources, this doesn’t mean media consumers are off the hook. As a reader, it’s also your job to verify the information you are reading. If you’re looking to sharpen your media literacy skills, try out the Tinder-style game Factitious. Developed by American University, the game presents you with actual stories and asks you to identify whether or not they can legitimately called news.

      Researching odd stories and trying to see if other credible sources are saying the same thing

    1. B ut if you w ere to try to apply those same skills to a game of ping-pong or golf, you’re not likely to be as successful, right?

      the same writing technique does not work for all prompt, which is what makes writing complicated.

    Annotators

    1. And so in Jefferson’s original draft of the Declaration of Independence, he tried to argue that it wasn’t the colonists’ fault. Instead, he blamed the king of England for forcing the institution of slavery on the unwilling colonists and called the trafficking in human beings a crime.

      This was very surprising to me as I did not know Thomas Jefferson recognized that his and many others arguments were counteracted by their actions and then tried playing the blame game without owning up to their mistake.

    1. "The specialization became the network itself, and its ability to procure, transport, and deliver illegal mer-chandise across countries. What the merchandise was became al-most irrelevant."

      This right here makes perfect sense. If you can perfect the game of getting something somewhere, all it takes is simple changes and you can move what ever you need to in the same way. The business isnt the items, its the transport.

    2. To these-which serve all forms of trade, legitimate and otherwise-traffickers have added creative applications of their own. T

      i think that the technology part of illicit trade is just as much of a cat and mouse game as the trade itself. Whoever can keep their technologies the most advanced as they go has such a great advantage over the other.

    1. (function(){TWP=window.TWP||{};TWP.Features=TWP.Features||{};TWP.Features.Ad=TWP.Features.Ad||{};TWP.Features.Ad.Leaderboard={};TWP.Features.Ad.Leaderboard.viewability=false;TWP.Features.Ad.Leaderboard.sticky=true;TWP.Features.Ad.Leaderboard.belowSharebar=false})(); Local Serious reading takes a hit from online scanning and skimming, researchers say Add to list On my list Claire Handscombe is an avid reader and reads using a variety of digital and print products. Because of her online reading habits, Handscombe says she sometimes scans novels while she's reading, looking for keywords and missing what's being written. (Bonnie Jo Mount/The Washington Post) By Michael S. Rosenwald Michael S. Rosenwald Enterprise reporter focusing on history, the social sciences, and culture. Email Bio Follow April 6, 2014 Claire Handscombe has a commitment problem online. Like a lot of Web surfers, she clicks on links posted on social networks, reads a few sentences, looks for exciting words, and then grows restless, scampering off to the next page she probably won’t commit to. “I give it a few seconds — not even minutes — and then I’m moving again,” says Handscombe, a 35-year-old graduate student in creative writing at American University. But it’s not just online anymore. She finds herself behaving the same way with a novel. “It’s like your eyes are passing over the words but you’re not taking in what they say,” she confessed. “When I realize what’s happening, I have to go back and read again and again.” To cognitive neuroscientists, Handscombe’s experience is the subject of great fascination and growing alarm. Humans, they warn, seem to be developing digital brains with new circuits for skimming through the torrent of information online. This alternative way of reading is competing with traditional deep reading circuitry developed over several millennia. window.pbDeferredSSISingle=window.pbDeferredSSISingle||new Array; 1 of 10 Full Screen Autoplay Close Skip Ad × EmbedCopyShare Caption If there are stages of grief and steps to recovery, isn’t the act of reading a complicated, evolving thing over time? Cartoonist Lynda Barry, one of scores of writers at the National Book Festival on Sept. 21-22, certainly thinks so. (Related: 12 authors, 12 reasons why they write) Linda Barry/On Beyond Literature Buy Photo Wait 1 second to continue. .wp-volt-gal-preroll-video{width:100%;height:100%} (function(){var __e=window.__e||[],ssiSingleFooter={initComplete:false,init:function(){pbDeferredSSISingle.push("https://d2p9l91d5g68ru.cloudfront.net/PrerollPlugin/PrerollPlugin.min.js");pbDeferredSSISingle.push("//www.washingtonpost.com/pb/gr/p/ssiSingle/rW51kl1W7jUvVr/hi-pri-render.js?_\x3d69d5d");pbDeferredSSISingle.push("//www.washingtonpost.com/pb/gr/p/ssiSingle/rW51kl1W7jUvVr/render.js?_\x3d69d5d");pbDeferredSSISingle.push("//www.washingtonpost.com/pb/gr/p/ssiSingle/rW51kl1W7jUvVr/instance.js?_\x3d69d5d"); wp_import(pbDeferredSSISingle).always(function(){initComplete=true})}};if(typeof wp_pb.StaticMethods=="undefined"||typeof wp_pb.StaticMethods.isPageHydrated=="undefined"||wp_pb.StaticMethods.isPageHydrated())if(!ssiSingleFooter.initComplete&&(document.readyState=="interactive"||document.readyState=="complete"))ssiSingleFooter.init();else document.addEventListener("DOMContentLoaded",function(){ssiSingleFooter.init()});__e.push(["shamble",function(){ssiSingleFooter.init()}])})(); “I worry that the superficial way we read during the day is affecting us when we have to read with more in-depth processing,” said Maryanne Wolf, a Tufts University cognitive neuroscientist and the author of “Proust and the Squid: The Story and Science of the Reading Brain.” If the rise of nonstop cable TV news gave the world a culture of sound bites, the Internet, Wolf said, is bringing about an eye byte culture. Time spent online — on desktop and mobile devices — was expected to top five hours per day in 2013 for U.S. adults, according to eMarketer, which tracks digital behavior. That’s up from three hours in 2010. Word lovers and scientists have called for a “slow reading” movement, taking a branding cue from the “slow food” movement. They are battling not just cursory sentence galloping but the constant social network and e-mail temptations that lurk on our gadgets — the bings and dings that interrupt “Call me Ishmael.” Researchers are working to get a clearer sense of the differences between online and print reading — comprehension, for starters, seems better with paper — and are grappling with what these differences could mean not only for enjoying the latest Pat Conroy novel but for understanding difficult material at work and school. There is concern that young children’s affinity and often mastery of their parents’ devices could stunt the development of deep reading skills.AdChoicesADVERTISING The brain is the innocent bystander in this new world. It just reflects how we live. “The brain is plastic its whole life span,” Wolf said. “The brain is constantly adapting.” Wolf, one of the world’s foremost experts on the study of reading, was startled last year to discover her brain was apparently adapting, too. After a day of scrolling through the Web and hundreds of e-mails, she sat down one evening to read Hermann Hesse’s “The Glass Bead Game.” “I’m not kidding: I couldn’t do it,” she said. “It was torture getting through the first page. I couldn’t force myself to slow down so that I wasn’t skimming, picking out key words, organizing my eye movements to generate the most information at the highest speed. I was so disgusted with myself.” Adapting to read The brain was not designed for reading. There are no genes for reading like there are for language or vision. But spurred by the emergence of Egyptian hieroglyphics, the Phoenician alphabet, Chinese paper and, finally, the Gutenberg press, the brain has adapted to read. Before the Internet, the brain read mostly in linear ways — one page led to the next page, and so on. Sure, there might be pictures mixed in with the text, but there didn’t tend to be many distractions. Reading in print even gave us a remarkable ability to remember where key information was in a book simply by the layout, researchers said. We’d know a protagonist died on the page with the two long paragraphs after the page with all that dialogue. The Internet is different. With so much information, hyperlinked text, videos alongside words and interactivity everywhere, our brains form shortcuts to deal with it all — scanning, searching for key words, scrolling up and down quickly. This is nonlinear reading, and it has been documented in academic studies. Some researchers believe that for many people, this style of reading is beginning to invade when dealing with other mediums as well. “We’re spending so much time touching, pushing, linking, scroll­ing and jumping through text that when we sit down with a novel, your daily habits of jumping, clicking, linking is just ingrained in you,” said Andrew Dillon, a University of Texas professor who studies reading. “We’re in this new era of information behavior, and we’re beginning to see the consequences of that.” Brandon Ambrose, a 31-year-old Navy financial analyst who lives in Alexandria, knows of those consequences. His book club recently read “The Interestings,” a best-seller by Meg Wolitzer. When the club met, he realized he had missed a number of the book’s key plot points. It hit him that he had been scanning for information about one particular aspect of the book, just as he might scan for one particular fact on his computer screen, where he spends much of his day. “When you try to read a novel,” he said, “it’s almost like we’re not built to read them anymore, as bad as that sounds.” Ramesh Kurup noticed something even more troubling. Working his way recently through a number of classic authors — George Eliot, Marcel Proust, that crowd — Kurup, 47, discovered that he was having trouble reading long sentences with multiple, winding clauses full of background information. Online sentences tend to be shorter, and the ones containing complicated information tend to link to helpful background material. “In a book, there are no graphics or links to keep you on track,” Kurup said. It’s easier to follow links, he thinks, than to keep track of so many clauses in page after page of long paragraphs. Kurup’s observation might sound far-fetched, but told about it, Wolf did not scoff. She offered more evidence: Several English department chairs from around the country have e-mailed her to say their students are having trouble reading the classics. “They cannot read ‘Middlemarch.’ They cannot read William James or Henry James,” Wolf said. “I can’t tell you how many people have written to me about this phenomenon. The students no longer will or are perhaps incapable of dealing with the convoluted syntax and construction of George Eliot and Henry James.” Wolf points out that she’s no Luddite. She sends e-mails from her iPhone as often as one of her students. She’s involved with programs to send tablets to developing countries to help children learn to read. But just look, she said, at Twitter and its brisk 140-character declarative sentences. “How much syntax is lost, and what is syntax but the reflection of our convoluted thoughts?” she said. “My worry is we will lose the ability to express or read this convoluted prose. Will we become Twitter brains?” Bi-literate brains? Wolf’s next book will look at what the digital world is doing to the brain, including looking at brain-scan data as people read both online and in print. She is particularly interested in comprehension results in screen vs. print reading. Already, there is some intriguing research that looks at that question. A 2012 Israeli study of engineering students — who grew up in the world of screens — looked at their comprehension while reading the same text on screen and in print when under time pressure to complete the task. The students believed they did better on screen. They were wrong. Their comprehension and learning was better on paper. Researchers say that the differences between text and screen reading should be studied more thoroughly and that the differences should be dealt with in education, particularly with school-aged children. There are advantages to both ways of reading. There is potential for a bi-literate brain.

      author is saying instead of shutting one idea off they can work together. Print and digital

    2. (function(){TWP=window.TWP||{};TWP.Features=TWP.Features||{};TWP.Features.Ad=TWP.Features.Ad||{};TWP.Features.Ad.Leaderboard={};TWP.Features.Ad.Leaderboard.viewability=false;TWP.Features.Ad.Leaderboard.sticky=true;TWP.Features.Ad.Leaderboard.belowSharebar=false})(); Local Serious reading takes a hit from online scanning and skimming, researchers say Add to list On my list Claire Handscombe is an avid reader and reads using a variety of digital and print products. Because of her online reading habits, Handscombe says she sometimes scans novels while she's reading, looking for keywords and missing what's being written. (Bonnie Jo Mount/The Washington Post) By Michael S. Rosenwald Michael S. Rosenwald Enterprise reporter focusing on history, the social sciences, and culture. Email Bio Follow April 6, 2014 Claire Handscombe has a commitment problem online. Like a lot of Web surfers, she clicks on links posted on social networks, reads a few sentences, looks for exciting words, and then grows restless, scampering off to the next page she probably won’t commit to. “I give it a few seconds — not even minutes — and then I’m moving again,” says Handscombe, a 35-year-old graduate student in creative writing at American University. But it’s not just online anymore. She finds herself behaving the same way with a novel. “It’s like your eyes are passing over the words but you’re not taking in what they say,” she confessed. “When I realize what’s happening, I have to go back and read again and again.” To cognitive neuroscientists, Handscombe’s experience is the subject of great fascination and growing alarm. Humans, they warn, seem to be developing digital brains with new circuits for skimming through the torrent of information online. This alternative way of reading is competing with traditional deep reading circuitry developed over several millennia. window.pbDeferredSSISingle=window.pbDeferredSSISingle||new Array; 1 of 10 Full Screen Autoplay Close Skip Ad × Subtitle Settings Font Default Mono Sans Mono Serif Sans Serif Comic Fancy Small Caps Font Size Default X-Small Small Medium Large X-Large XX-Large Font Edge Default Outline Dark Outline Light Outline Dark Bold Outline Light Bold Shadow Dark Shadow Light Shadow Dark Bold Shadow Light Bold Font Color Default Black Silver Gray White Maroon Red Purple Fuchsia Green Lime Olive Yellow Navy Blue Teal Aqua Orange Default 100% 75% 50% 25% 0% Background Default Black Silver Gray White Maroon Red Purple Fuchsia Green Lime Olive Yellow Navy Blue Teal Aqua Orange Default 100% 75% 50% 25% 0% Preroll blank Skip EmbedCopyShare Lynda Barry: The 20 stages of reading View Photos If there are stages of grief and steps to recovery, isn’t the act of reading a complicated, evolving thing over time? Cartoonist Lynda Barry, one of scores of writers at the National Book Festival on Sept. 21-22, certainly thinks so. (Related: 12 authors, 12 reasons why they write) Caption If there are stages of grief and steps to recovery, isn’t the act of reading a complicated, evolving thing over time? Cartoonist Lynda Barry, one of scores of writers at the National Book Festival on Sept. 21-22, certainly thinks so. (Related: 12 authors, 12 reasons why they write)   Linda Barry/On Beyond Literature Buy Photo Wait 1 second to continue. .wp-volt-gal-preroll-video{width:100%;height:100%} (function(){var __e=window.__e||[],ssiSingleFooter={initComplete:false,init:function(){pbDeferredSSISingle.push("https://d2p9l91d5g68ru.cloudfront.net/PrerollPlugin/PrerollPlugin.min.js");pbDeferredSSISingle.push("//www.washingtonpost.com/pb/gr/p/ssiSingle/rW51kl1W7jUvVr/hi-pri-render.js?_\x3d69d5d");pbDeferredSSISingle.push("//www.washingtonpost.com/pb/gr/p/ssiSingle/rW51kl1W7jUvVr/render.js?_\x3d69d5d");pbDeferredSSISingle.push("//www.washingtonpost.com/pb/gr/p/ssiSingle/rW51kl1W7jUvVr/instance.js?_\x3d69d5d"); wp_import(pbDeferredSSISingle).always(function(){initComplete=true})}};if(typeof wp_pb.StaticMethods=="undefined"||typeof wp_pb.StaticMethods.isPageHydrated=="undefined"||wp_pb.StaticMethods.isPageHydrated())if(!ssiSingleFooter.initComplete&&(document.readyState=="interactive"||document.readyState=="complete"))ssiSingleFooter.init();else document.addEventListener("DOMContentLoaded",function(){ssiSingleFooter.init()});__e.push(["shamble",function(){ssiSingleFooter.init()}])})(); “I worry that the superficial way we read during the day is affecting us when we have to read with more in-depth processing,” said Maryanne Wolf, a Tufts University cognitive neuroscientist and the author of “Proust and the Squid: The Story and Science of the Reading Brain.”AdChoicesADVERTISING If the rise of nonstop cable TV news gave the world a culture of sound bites, the Internet, Wolf said, is bringing about an eye byte culture. Time spent online — on desktop and mobile devices — was expected to top five hours per day in 2013 for U.S. adults, according to eMarketer, which tracks digital behavior. That’s up from three hours in 2010. Word lovers and scientists have called for a “slow reading” movement, taking a branding cue from the “slow food” movement. They are battling not just cursory sentence galloping but the constant social network and e-mail temptations that lurk on our gadgets — the bings and dings that interrupt “Call me Ishmael.” Researchers are working to get a clearer sense of the differences between online and print reading — comprehension, for starters, seems better with paper — and are grappling with what these differences could mean not only for enjoying the latest Pat Conroy novel but for understanding difficult material at work and school. There is concern that young children’s affinity and often mastery of their parents’ devices could stunt the development of deep reading skills. The brain is the innocent bystander in this new world. It just reflects how we live. “The brain is plastic its whole life span,” Wolf said. “The brain is constantly adapting.” Wolf, one of the world’s foremost experts on the study of reading, was startled last year to discover her brain was apparently adapting, too. After a day of scrolling through the Web and hundreds of e-mails, she sat down one evening to read Hermann Hesse’s “The Glass Bead Game.” “I’m not kidding: I couldn’t do it,” she said. “It was torture getting through the first page. I couldn’t force myself to slow down so that I wasn’t skimming, picking out key words, organizing my eye movements to generate the most information at the highest speed. I was so disgusted with myself.” Adapting to read The brain was not designed for reading. There are no genes for reading like there are for language or vision. But spurred by the emergence of Egyptian hieroglyphics, the Phoenician alphabet, Chinese paper and, finally, the Gutenberg press, the brain has adapted to read. Before the Internet, the brain read mostly in linear ways — one page led to the next page, and so on. Sure, there might be pictures mixed in with the text, but there didn’t tend to be many distractions. Reading in print even gave us a remarkable ability to remember where key information was in a book simply by the layout, researchers said. We’d know a protagonist died on the page with the two long paragraphs after the page with all that dialogue. The Internet is different. With so much information, hyperlinked text, videos alongside words and interactivity everywhere, our brains form shortcuts to deal with it all — scanning, searching for key words, scrolling up and down quickly. This is nonlinear reading, and it has been documented in academic studies. Some researchers believe that for many people, this style of reading is beginning to invade when dealing with other mediums as well. “We’re spending so much time touching, pushing, linking, scroll­ing and jumping through text that when we sit down with a novel, your daily habits of jumping, clicking, linking is just ingrained in you,” said Andrew Dillon, a University of Texas professor who studies reading. “We’re in this new era of information behavior, and we’re beginning to see the consequences of that.” Brandon Ambrose, a 31-year-old Navy financial analyst who lives in Alexandria, knows of those consequences. His book club recently read “The Interestings,” a best-seller by Meg Wolitzer. When the club met, he realized he had missed a number of the book’s key plot points. It hit him that he had been scanning for information about one particular aspect of the book, just as he might scan for one particular fact on his computer screen, where he spends much of his day. “When you try to read a novel,” he said, “it’s almost like we’re not built to read them anymore, as bad as that sounds.” Ramesh Kurup noticed something even more troubling. Working his way recently through a number of classic authors — George Eliot, Marcel Proust, that crowd — Kurup, 47, discovered that he was having trouble reading long sentences with multiple, winding clauses full of background information. Online sentences tend to be shorter, and the ones containing complicated information tend to link to helpful background material. “In a book, there are no graphics or links to keep you on track,” Kurup said. It’s easier to follow links, he thinks, than to keep track of so many clauses in page after page of long paragraphs.

      Online reading is not easier to track because the format is vertical. With a book, one can physically see the amount of pages left; with online reading it is harder to estimate the amount of words and paragraphs left.

    1. Student-Athlete Missed Class and Make-up Policy
      1. Student athletes are responsible for what they missed in class and are expected to keep up with their work and turn missed work in a timely matter. Student athletes are also responsible for providing instructors with a copy of their game schedules. Basically, being a student athlete doesn't mean you get to skip classwork. It still needs to get done even if you happen to miss class due to a game.
    1. Missing a class for a game is considered an excused absence. A student-athlete is responsible for obtaining any course material covered during a missed class. In addition to providing instructors with game schedules at the beginning of the semester, student-athletes must coordinate making up any missed work with instructors a minimum of one week before each missed class. If an exam is scheduled for the same day that a student-athlete needs to be excused from class for a game, the student-athlete must make arrangements with the professor and/or Academic Services to take the make-up exam within one week after the date of the exam. When a student-athlete is not able to provide one week’s notice (because of rescheduling or post season tournament participation), student athletes should notify instructors immediately. The athletics department will also notify the faculty athletics representatives and/or the vice president of academic affairs when schedule changes will cause class absences. An athletic competition is not a “get out of class free” card; every effort should be made to be in class as long as possible. 8. Counseling Center            The Hilbert College Counseling Center offers a professional, confidential, and safe environment where all concerns of the student are treated with dignity and respect. Using a holistic approach to counseling, the counseling staff provides educational encouragement and support for a healthy mind, body, and spirit. We are also here to assist you with your college experience and will offer personal counseling, group support, and/or referrals depending on your individual need. No personal conflict or concern is considered too great or too small; and confidentiality is our top priority.  

      Student- Athlete Missed Class and Make-up Policy It is considered an excused absence when a student-athlete misses a class for a game. However, that student is responsible for making up any material, coursework, or exam that will be missed. If an exam is missed due to a game, the student is required to make up that exam within one week after the exam date. They can make arrangements with their professor or Academic Services to make up the exam. The faulty athletics and/or vice president of academic affairs will be notified by the athletics department if the schedule changes. Counseling Center Hilbert College offers counseling to those who may have concerns with their personal or social lives. The Hilbert College Counseling Center provides professional and confidential help while being in a safe environment. It is known for providing educational encouragement and support so that all students can be supported for a healthy body, mind and soul. They present personal counseling, group sessions as well as referrals to individuals if needed.

  8. Aug 2020
    1. Politicians competed with each other by proposing and passing ever more stringent, oppressive, and downright ridic-ulous legislation (such as laws specifi cally prohibiting blacks and whites from playing chess together)

      it appears that it was a game to the politicians while black people feel the repercussion.

    1. It begins by having students use their own words, pictures, or dia-grams to describe mathematical situations to organize their own knowledgeand work and to explain their strategies. In later units, students graduallybegin to use symbols to describe situations, organize their mathematicalwork, or express their strategies.

      This reminds me of the math game that Dr. Lira introduced us to in learning sciences. Dragonbox Algebra. Remind me to show it during class.

    1. Basketball requires lots of running up and down the court, so it is imperative to maintain your physical condition so you can play your best from the beginning of the game to the end.

      At basketball practice, we run a lot because we play against a lot of ranked teams that are faster than us and because he wants us to stay in shape. My team and I also eat a lot of healthy foods to stay in shape do that we don't pass out on the court.

    2. A private coach can give you personalized feedback to help you grow more quickly as a player and work on weak areas of your game.

      I have my own private coach because he knows everything about me. He knows what I struggle in and what I am best in. He wants me to play at my highest potential.

    1. Can we control the natural elements, shape shift or walk on water? Hell no. But we can develop kick-ass videogames.

      Digital Extremes is the company that makes Warframe, my favorite game and the topic of my first annotation using Hypothesis browser extension. This line is a reference to the awesome game play Digital Extremes's games have to offer alongside some much enjoyed humor.

    1. Caplan notes that a politician clever enough to worry about his constituents’ future happiness as well as their present gratification might be motivated to give them better policies than they know to ask for.

      This only works if the election process is fair. Otherwise, why would someone in power worry about their constituents' happiness if they can "play the game" and get re-elected?

    1. The game does not just teach programming; it cultivates citizenship

      Key! Being a good person and thinking of one another's experiences is so critical.

    2. The principles of questioning and play can serve to define arc-of-life learning, and they have a tremendous effect on, and resonance with, learning today.

      So many people see question asking as a burden for this exact reason. The child's "why" game is often met with negative reactions from adults (teachers) as it's seen as unending and obnoxious. I like this framing of it. I really enjoyed leading with curiosity in the classroom, and allowing students to ask questions in order to entertain all possible answers, some already existing within the students' consciousness, rather than one "right" answer. The Socratic method of questioning has so much value in driving learning, evaluating learning, and challenging each other as teacher-learners.

    1. How did your own experiences line up with the history of video games?

      The first gaming system I owned was a game boy and my first game was Super Mario bros which was also a popular cartoon that I would watch so I think if the tv show wasn't a thing a probably wouldn't have had as much interest as I did.

    2. This system included a Pong-type game, and when the arcade version of Pong became popular

      This pong game was probably one of the hardest video games I have ever played.

    3. In 1983, arcade revenues had fallen to a 3-year low, leading game makers to turn to newer technologies that could not be replicated by home consoles. This included arcade games powered by laser discs, such as Dragon’s Lair and Space Ace, but their novelty soon wore off, and laser-disc games became museum pieces (Harmetz, 1984). In 1989, museums were already putting on exhibitions of early arcade games that included ones from the early 1980s.

      It's crazy to think that when all the arcades started to open they had to put limits of how many could be in a given area and that it led to a coin shortage within 10 years prior. Now it is very rare to see an arcade with machines similar to originals unless its located in a place that offers something else such as food or movies for the main income.

    4. Pong, the electronic table-tennis simulation game, was the first video game for many people who grew up in the 1970s and is now a famous symbol of early video games.

      I remember when I was younger my friend had an Atari and Pong was on it. Compared to video games you see now Pong seems very simple especially with graphics. It's crazy to see how far video games have come.

    5. it common for many families to engage in video game play as a group.

      My family first bought the wii for everyone to enjoy. I think it was such a great device to get everyone in the house together and have fun. Wii sports bowling was a huge thing in my house for a long time!

    6. Nintendo released the Nintendo DS, a handheld console that featured two screens and Wi-Fi capabilities for online gaming

      Was actually my first "gaming device" I had so much fun playing it with friends and I think it was the first device to have a "party mode" so that everyone in the party can always play the same game mode with friends.

    7. ruining their eyes

      I believe my eyes have been slightly ruined by video games. Even my eye doctor says my eyelids are not producing the normal amount because of the blue light rays coming off my screen. People should just remember to blink during the game.

    8. The Sega Master System had failed to challenge the NES, but with the release of its 16-bit system, Sega Genesis, the company pursued a new marketing strategy. Whereas Nintendo targeted 8- to 14-year-olds, Sega’s marketing plan targeted 15- to 17-year olds, making games that were more mature and advertising during programs such as the MTV Video Music Awards. The campaign successfully branded Sega as a cooler version of Nintendo and moved mainstream video games into a more mature arena. Nintendo responded to the Sega Genesis with its own 16-bit system, the Super NES, and began creating more mature games as well. Games such as Sega’s Mortal Kombat and Nintendo’s Street Fighter competed to raise the level of violence possible in a video game. Sega’s advertisements even suggested that its game was better because of its more violent possibilities (Gamespot).

      It's fair that the competition between Nintendo, NEC and SEGA made the companies to produce better consoles. Which is really good for the customers because then they get good products.

    9. A major advance in game technology came with the increase in Internet use by the general public in the 1990s

      I feel like ever since gaming got popular in general and now streaming services like YouTube, Twitch and so on has made jobs and acted as a service for people to watch and enjoy someone else playing a video game.

    1. we are coaches of their ability to play the ‘game’ of performing with understanding, not tellers of our understanding to them on the sidelines.”

      We are coaches and they are players. Neither of us can be on the side lines. - RP

    2. “In teaching students for understanding, we must grasp the key idea that we are coaches of their ability to play the ‘game’ of performing with understanding, not tellers of our understanding to them on the sidelines.”

      Reminder to guide and coach them through the lesson, not just lecture and them expect it all to click. We must teach, them give examples and demonstrate, and then guide them through it on their own. -AS

    1. Miranda Richardson

      Miranda Richardson: English actor. (Some of) Famous Works: Empire of the Sun (1987), The Crying Game (1992), Sleepy Hollow (1999), The Hours (2002), Spider (2002), Harry Potter and the Goblet of Fire (2005), The Young Victoria (2009), and Stronger (2017).

    Annotators

    1. Most of the time we read for information. We read a recipe to learn how to bake lasagna. We read the sports page to see if our school won the game, Facebook to see who has commented on our status update, a history book to learn about the Vietnam War, and the syllabus to see when the next writing assignment is due.

      Here he is referring to how most of the readers are searching for a specific topic they are looking for, rather than looking for the reasons behind a writing.

    1. aratexts take many forms, varying from gaming magazines and offi cial guides published by game manufacturers, to player-generated guides and tutorials, to materials more recognizable as fan texts such as fan fi ction and fan art.

      This is also engagement in fandom and a form of personal self expression with a common interest.

    2. Whether in media production, game play, or other mediated contexts, opportunities to experiment, play, and fail with minimal consequence can support young people in developing problem-solving skills and learning to use resources wisely and creatively. As with looking around, the social dimensions of experimentation and play are important, as peers are able to scaffold experiences for one another based on experience and the results of previous experimentation.

      Experimentation is extremely important and self learning is important as well.

    3. Eventually, Zelan parlayed his interest in gaming into different forms of technical expertise, and he learned how to take apart and fi x game consoles and eventually computers. Now he is a local technical expert and gets paid for his services; he sees his future in a new media–related business.

      Being able to develop your interests can be a key way of garnering confidence and a way of living, while not for everyone, it should be encouraged more often.

    4. Many key dimensions of game play in complex games are not explicitly spelled out by designers, and players learn about them from other players either directly or through online resources such as fan sites, game guides, and walk-throughs.

      I think past games were a lot more cryptic in this regard. Some games are designed with the intent of spreading the solution like a rumor.

    5. hanging out together in a game is important when friends are in different locations and time zones.

      Spending time together, regardless of the type of relationship, strengthens it

    1. exposure to mass media

      I do think that an exposure to mass media helps you have your own ideas, ive gained ideas simply because i see something in a movie or game and my brain starts advancing on that idea

    2. . His articulation of a possible future self (Markus & Nurius, 1986 ) as a programmer or game designer provides further evidence of the importance of his cross-setting activity for his identity development.

      Wish I could relate to this. Confidence takes you everywhere, and that's definitely part of developing your interests and passions and getting support for them.

    3. T h e c l u b h o u s e c o o r d i n a t o r s i n c l u d e d L u i s i n fi e l d t r i p s c o n n e c t e d t o h i s i n t e rests, including one to the game design company Electronic Arts.

      Also, connections continue to be important, and the knowledge of these clubhouses and spread and support of them are essential especially for younger people to have. I didn't even know these existed; these need to become more widespread knowledge.

    1. Despite the discontent, cruelty, and warfare that fill the daily news, people show tremendous capacities to help and cooperate with others. Prosocial behavior is used as an umbrella term capturing the diversity of selfless acts. As such, researchers have developed a variety of tasks and it is crucial to verify that they measure the same underlying construct of prosocial behavior. Previous studies have focused on comparing anonymous, one-shot economic games providing evidence for behavioral consistency across games. The current study extends these findings by (i) comparing both repeated economic and naturalistic interactive games in a within-subject design, and (ii) letting participants play in face-to-face dyadic settings. In total, 74 participants completed six tasks: three variants of a social dilemma game, an Egg Hunt game measuring helping behavior, a group decision-making paradigm requiring communication skills, and a Tangram game where participants solved puzzles together. A Principal Component Analysis revealed that two components best describe the behavior in these tasks. The three social dilemma games loaded on the first component, termed “social dilemma games”. These games were distinct from the interactive games and the helping and decision-making tasks loaded on the second component, termed “naturalistic games”. The Tangram game was unrelated to all other games. These findings suggest that the behavioral consistency observed in economic games has its limits to generalize to other types of tasks and emphasizes the importance of choosing the appropriate (combination of) paradigms to measure prosocial behavior. Theoretical and methodological differences between tasks are discussed to explain these findings.
    1. Hyenas are fair game and have vaguely Middle Eastern accents

      This reminds of a class I took here on Disney. We discussed the Lion King and how the hyenas were made to be 'black' voices. So, the fact that this article says use Middle Eastern accents confirms what I've learned. When you guys watched, did you think anything about the hyenas?

    1. E-lit is any text using the digital medium. In my opinion, it then includes written work (from PDFs to game stories) as well as oral texts (podcasts and recordings). I´m wondering whether graphic stories (solely graphic, without written/oral texts included) should be included here or it would be considered as part of the visual arts (like paintings and sculptures). I´m also curious to know how we handle the "private life" of the authors. In critical editions you can find included letters and diaries and I´m not sure how these sources can be accessible without violating the author´s privacy (I´m talking about late authors who cannot make public their own texts any more and no heirs to make such decisions).

  9. onlinelibrary-wiley-com.proxy.library.vanderbilt.edu onlinelibrary-wiley-com.proxy.library.vanderbilt.edu
    1. We cannot turn it into a game simply by taking sides.

      I completely agree with this term. As the former sentence states, the world is dominated by science. Therefore, every decision should be made before thorough considerations.

    1. Crucially, Apple’s use of copyright locks gives it the power to make editorial decisions about which apps you may and may not install on your own device. Apple has used this power to reject dictionaries for containing obscene words; to limit political speech, especially from apps that make sensitive political commentary such as an app that notifies you every time a U.S. drone kills someone somewhere in the world; and to object to a game that commented on the Israel-Palestine conflict.

      If your phone can limit what words you know and use, what news you have access to etc. based on corporate policy, do you really have freedom of speech? This reminds me of the time I read that TinyLetter was censoring writers who mentioned 'bitcoin' and sent out letters with a banned words list.

    1. There’s just so much noise small businesses tend to ignore. But in Indonesia, that isn’t the case…yet. The software landscape there is similar to the 1990s in the US. It’s harder to piggyback off of existing software infrastructure — whether it’s payments or platforms — but there’s also a lot of obvious opportunity in software that no one is going after. The same could be said about investing elsewhere in Southeast Asia or in LatAm or Africa. There are fewer startups to compete with for attention, and it’s less of a marketing game than building a software company in the US.

      The software industry in southeast asia, latam or africa is similar to the US in the 1990s and is more about building than about marketing.

    2. As economist Carlotta Perez describes, we are now in the Deployment Phase of the internet in the US — meaning, we are in-process of exhausting all use cases for internet technologies in the US. What has traditionally happened at the end of a technology phase is oversaturation of investment dollars chasing smaller returns. Valuations go up, returns go down, and investors lose their money. (Sound familiar?) On a company level, what this means is, if not careful, a lot of companies will end up wasting marketing dollars in this type of landscape. Companies in the 2020s, unlike in the 1990s, need to really be performance-marketing driven in order to compete. The end of last year certainly showed us many examples of well-funded companies that could not make the unit economics work. The software industry has become a marketing game.

      According to Carlotta Perez we are in the Deployment Phase of internet as a technology. Meaning we are exhausting the use cases for the internet and more money is chasing decreasing returns.

      As a result companies need to be more efficient with their marketing spend in the 2020s compared to before.

      The software industry has become a marketing game

    3. There are certainly exceptions but if we are talking strictly about software, (not hardware, not drug discovery, not synthetic bio, etc) you’d be hard pressed to find a company where winning does not require a solid marketing and/or sales game. This is very different from the 1990s. Having a marketing skillset and mindset is what you need to win in 2020 in the US software market.

      In the 2020s winning in a software requires a strong marketing game. This is very different from how things worked in the 90s.

    1. Before filing its lawsuit, Solid Oak sought $819,500 for past infringement and proposed a $1.14 million deal for future use of the tattoos.

      If using a tattoo in a game will cost this much, many games will have to stop using them

    2. Mr Shawn Rome and Mr Justin Wright, two of the three tattoo artists who licensed their work to Solid Oak, said they had been deceived by its founder, Mr Matthew Siegler, and never desired a lawsuit. He approached them with a plan to incorporate their tattoo designs into a clothing line, they said, but it went nowhere.

      This is an issue and inhibits the forward progress of the internet.

    3. Mr Gotti Flores said he has spent at least 40 hours tattooing NFL receiver Mike Evans, one of the few players with tattoos in Madden. He was surprised, he said, that he had to give permission for his work to be reproduced in the game.

      This would be beneficial for the companies if people acted like this.

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

      This isnt the first time its happened, which means this has been an ongoing issue.

    1. (function(){if(!document.getElementById("article-full-width-content")){var container=document.getElementById("zeus-ads-fixed"),parent=document.body;parent.insertBefore(container,parent.firstChild)}})(); (function(){TWP=window.TWP||{};TWP.Features=TWP.Features||{};TWP.Features.Ad=TWP.Features.Ad||{};TWP.Features.Ad.Leaderboard={};TWP.Features.Ad.Leaderboard.viewability=false;TWP.Features.Ad.Leaderboard.sticky=true;TWP.Features.Ad.Leaderboard.belowSharebar=false})(); Local Serious reading takes a hit from online scanning and skimming, researchers say Add to list On my list Claire Handscombe is an avid reader and reads using a variety of digital and print products. Because of her online reading habits, Handscombe says she sometimes scans novels while she's reading, looking for keywords and missing what's being written. (Bonnie Jo Mount/The Washington Post) By Michael S. Rosenwald Michael S. Rosenwald Enterprise reporter focusing on history, the social sciences, and culture. Email Bio Follow April 6, 2014 Claire Handscombe has a commitment problem online. Like a lot of Web surfers, she clicks on links posted on social networks, reads a few sentences, looks for exciting words, and then grows restless, scampering off to the next page she probably won’t commit to. “I give it a few seconds — not even minutes — and then I’m moving again,” says Handscombe, a 35-year-old graduate student in creative writing at American University. But it’s not just online anymore. She finds herself behaving the same way with a novel. “It’s like your eyes are passing over the words but you’re not taking in what they say,” she confessed. “When I realize what’s happening, I have to go back and read again and again.” To cognitive neuroscientists, Handscombe’s experience is the subject of great fascination and growing alarm. Humans, they warn, seem to be developing digital brains with new circuits for skimming through the torrent of information online. This alternative way of reading is competing with traditional deep reading circuitry developed over several millennia. window.pbDeferredSSISingle=window.pbDeferredSSISingle||new Array; 1 of 10 Full Screen Autoplay Close Skip Ad × Subtitle Settings Font Default Mono Sans Mono Serif Sans Serif Comic Fancy Small Caps Font Size Default X-Small Small Medium Large X-Large XX-Large Font Edge Default Outline Dark Outline Light Outline Dark Bold Outline Light Bold Shadow Dark Shadow Light Shadow Dark Bold Shadow Light Bold Font Color Default Black Silver Gray White Maroon Red Purple Fuchsia Green Lime Olive Yellow Navy Blue Teal Aqua Orange Default 100% 75% 50% 25% 0% Background Default Black Silver Gray White Maroon Red Purple Fuchsia Green Lime Olive Yellow Navy Blue Teal Aqua Orange Default 100% 75% 50% 25% 0% Preroll blank Skip EmbedCopyShare Lynda Barry: The 20 stages of reading View Photos If there are stages of grief and steps to recovery, isn’t the act of reading a complicated, evolving thing over time? Cartoonist Lynda Barry, one of scores of writers at the National Book Festival on Sept. 21-22, certainly thinks so. (Related: 12 authors, 12 reasons why they write) Caption If there are stages of grief and steps to recovery, isn’t the act of reading a complicated, evolving thing over time? Cartoonist Lynda Barry, one of scores of writers at the National Book Festival on Sept. 21-22, certainly thinks so. (Related: 12 authors, 12 reasons why they write)   Linda Barry/On Beyond Literature Buy Photo Wait 1 second to continue. .wp-volt-gal-preroll-video{width:100%;height:100%} (function(){var __e=window.__e||[],ssiSingleFooter={initComplete:false,init:function(){pbDeferredSSISingle.push("https://d2p9l91d5g68ru.cloudfront.net/PrerollPlugin/PrerollPlugin.min.js");pbDeferredSSISingle.push("//www.washingtonpost.com/pb/gr/p/ssiSingle/rW51kl1W7jUvVr/hi-pri-render.js?_\x3d69d5d");pbDeferredSSISingle.push("//www.washingtonpost.com/pb/gr/p/ssiSingle/rW51kl1W7jUvVr/render.js?_\x3d69d5d");pbDeferredSSISingle.push("//www.washingtonpost.com/pb/gr/p/ssiSingle/rW51kl1W7jUvVr/instance.js?_\x3d69d5d"); wp_import(pbDeferredSSISingle).always(function(){initComplete=true})}};if(typeof wp_pb.StaticMethods=="undefined"||typeof wp_pb.StaticMethods.isPageHydrated=="undefined"||wp_pb.StaticMethods.isPageHydrated())if(!ssiSingleFooter.initComplete&&(document.readyState=="interactive"||document.readyState=="complete"))ssiSingleFooter.init();else document.addEventListener("DOMContentLoaded",function(){ssiSingleFooter.init()});__e.push(["shamble",function(){ssiSingleFooter.init()}])})(); “I worry that the superficial way we read during the day is affecting us when we have to read with more in-depth processing,” said Maryanne Wolf, a Tufts University cognitive neuroscientist and the author of “Proust and the Squid: The Story and Science of the Reading Brain.” If the rise of nonstop cable TV news gave the world a culture of sound bites, the Internet, Wolf said, is bringing about an eye byte culture. Time spent online — on desktop and mobile devices — was expected to top five hours per day in 2013 for U.S. adults, according to eMarketer, which tracks digital behavior. That’s up from three hours in 2010. Word lovers and scientists have called for a “slow reading” movement, taking a branding cue from the “slow food” movement. They are battling not just cursory sentence galloping but the constant social network and e-mail temptations that lurk on our gadgets — the bings and dings that interrupt “Call me Ishmael.” Researchers are working to get a clearer sense of the differences between online and print reading — comprehension, for starters, seems better with paper — and are grappling with what these differences could mean not only for enjoying the latest Pat Conroy novel but for understanding difficult material at work and school. There is concern that young children’s affinity and often mastery of their parents’ devices could stunt the development of deep reading skills. The brain is the innocent bystander in this new world. It just reflects how we live. “The brain is plastic its whole life span,” Wolf said. “The brain is constantly adapting.” Wolf, one of the world’s foremost experts on the study of reading, was startled last year to discover her brain was apparently adapting, too. After a day of scrolling through the Web and hundreds of e-mails, she sat down one evening to read Hermann Hesse’s “The Glass Bead Game.” “I’m not kidding: I couldn’t do it,” she said. “It was torture getting through the first page. I couldn’t force myself to slow down so that I wasn’t skimming, picking out key words, organizing my eye movements to generate the most information at the highest speed. I was so disgusted with myself.” Adapting to read The brain was not designed for reading. There are no genes for reading like there are for language or vision. But spurred by the emergence of Egyptian hieroglyphics, the Phoenician alphabet, Chinese paper and, finally, the Gutenberg press, the brain has adapted to read. Before the Internet, the brain read mostly in linear ways — one page led to the next page, and so on. Sure, there might be pictures mixed in with the text, but there didn’t tend to be many distractions. Reading in print even gave us a remarkable ability to remember where key information was in a book simply by the layout, researchers said. We’d know a protagonist died on the page with the two long paragraphs after the page with all that dialogue. The Internet is different. With so much information, hyperlinked text, videos alongside words and interactivity everywhere, our brains form shortcuts to deal with it all — scanning, searching for key words, scrolling up and down quickly. This is nonlinear reading, and it has been documented in academic studies. Some researchers believe that for many people, this style of reading is beginning to invade when dealing with other mediums as well. “We’re spending so much time touching, pushing, linking, scroll­ing and jumping through text that when we sit down with a novel, your daily habits of jumping, clicking, linking is just ingrained in you,” said Andrew Dillon, a University of Texas professor who studies reading. “We’re in this new era of information behavior, and we’re beginning to see the consequences of that.” Brandon Ambrose, a 31-year-old Navy financial analyst who lives in Alexandria, knows of those consequences. His book club recently read “The Interestings,” a best-seller by Meg Wolitzer. When the club met, he realized he had missed a number of the book’s key plot points. It hit him that he had been scanning for information about one particular aspect of the book, just as he might scan for one particular fact on his computer screen, where he spends much of his day. “When you try to read a novel,” he said, “it’s almost like we’re not built to read them anymore, as bad as that sounds.” Ramesh Kurup noticed something even more troubling. Working his way recently through a number of classic authors — George Eliot, Marcel Proust, that crowd — Kurup, 47, discovered that he was having trouble reading long sentences with multiple, winding clauses full of background information. Online sentences tend to be shorter, and the ones containing complicated information tend to link to helpful background material. “In a book, there are no graphics or links to keep you on track,”

      An example of a contrast between digital reading and a book.

    1. testing his own competency

      This seems odd, for him to say this like it is a game. Testing his competency isn't something he should be doing while delivering babies.

    1. vaporware

      Vaporware: any form of technological device (computer, game console, etc.) that was advertised and marketed to the public, only to be continuously pushed back before disappearing from the market entirely.

      The term "Vaporware" is often used to refer to devices that will never return to market, but this is not always true; some devices are shelved due to business changes, but may be marketed again after such issues are resolved.

      The Phantom Game Console is an example of Vaporware that will never return to market.

    1. That might sound strange, a bunch of Republican graybeards past their primes yet still playing the long game. Then again, the future of the party could arrive very soon. A Republican collapse this fall—Biden wins the White House, Democrats flip the Senate and hold the House—would trigger a reckoning within the GOP every bit as sharp as the one associated with Obama’s takeover of Washington in 2008. If that occurs, much of the party’s pent-up irritation with Trump (which often masks long-simmering disgust with themselves) will spill over, and the efforts to expunge this ugly chapter of GOP history could commence with stunning ferocity.

      !

    1. Suchparticipationbyparentshasallalongremainedanessentialpartofthewayofworkingoneducationinthatcity.

      I spent four years as a member of a Reggio Emilia inspired preschool co-op. The school only exists with the active engagement of the parents- from fiscal management to grounds-keeping. All of the parents commit to jobs and spending days assisting in their child's classroom. Ultimately, that commitment naturally vets the families that are able and game to take on the whole package experience. And ultimately, despite inevitable grumblings through especially challenging job assignments, a strong, constantly regenerating community flourishes. I imagine this phenom is not unusual with co-ops,however I believe that the Reggio Emilia inspired structure and ethos allows for more chance of success. I am curious about any trends of parent -school relationships that play out across R.E. inspired schools.

    1. Many assessment specialists talk about motivation as though it were a single entity — and their recommended practices just put a finer gloss on a system of rewards and punishments that leads students to chase marks and become less interested in the learning itself. 

      I think teachers need to include lesson plans,include things that make students more interested in learning and reduce the pressure on grades,for example we can put in game into lesson, quizzes related to lessons,help students feel more comfortable after school