10,000 Matching Annotations
  1. Mar 2025
    1. But on Discworld, it is actually meaningful to ask, what does Discworld want?The answer is that Discworld wants to evolve in a way that could be interpreted as progress in the most neutral, non-ideological sense possible — that of an infinite game, where the goal is not for some to win at the expense of others, but for all to continue to play, and gradually learn to play ever more nicely and kindly as abundance and meaning increase in the world.The sentiment behind the aspiration is perhaps a mark of British culture at its best. The high conceit of Discworld is that the infinite game always prevails and cannot truly be derailed by even by the most powerful forces. The mediocre efforts of ordinary characters powered by narrativium is enough to keep the infinite game going.

      sir he was constructing a frame narrative to keep writing books

    1. She was a true celebrity on a global scale, which she seemed to be very aware of. The press loved to write about her lavish lifestyle and all the things she indulged in; she would spend her money on ridiculous purchases such as multiple big game cats for her menagerie and how she received embroidered gifts from kings and queens

      How does this statement correspond with the artifacts below? Be more explicit about that connection; right now, this section intro and the artifacts seem to exist as separate entities.

    1. I wasn't a noble child resisting tyrannical teachers. No, I loved the game of fear and humiliation and played like the masters.

      Golding's children are isolated and makes it incorrectly appear their viciousness just came from them.

    1. nvite students to coconstruct the norms with you. Perhaps your norms will involve using the technology only to generate ideas or produce outlines, not drafts, or require the inclusion of ChatGPT as a coauthor when appropriate.

      Absolutely. Whenever possible, students should be involved in the process of norm creation to enhance their sense of ownership and participation. Collaboratively negotiating what constitutes fair use and the “rules of the game” is a valuable exercise in itself.

    1. Orbán’s skillful use of the war in Ukraine and his major expansion of social benefits right before the election were important in that victory. But even more crucial were the rules of the game that Orbán established after his election victory in 2010, rules that have been constantly modified as the opposition has tried to work around the barriers that those rules erected.  Hungary has already been demoted from democracy to autocracy by all democracy raters.

      .

    1. In a technical report that contains research, a writer might discover conflicting data that does not support the project’s goal. For example, your small company continues to have problems with employee morale.

      Highlighted here is an very important piece. In order to truly abide to ethics being transparent is part of the game. Finding out information that does not help out and can even hinder is bound to happen. However, it would not be ethical to lie against the truth. People would lose **respect. **

    1. briefing détaillé basé sur les sources que vous avez fournies, en mettant en évidence les thèmes principaux et les informations importantes.

      Brève sur les Sources "Academia: School Simulator"

      Thèmes Principaux :

      Modding (Personnalisation) du Jeu : Le premier extrait est un tutoriel vidéo sur la création de mods visuels pour "Academia: School Simulator" via le Steam Workshop. L'accent est mis sur la modification des images du jeu, comme les personnages et les objets.

      Guide de Démarrage du Jeu : Le second extrait est un guide de démarrage pour aider les nouveaux joueurs à établir une école prospère.

      Il couvre des aspects tels que la planification, la construction, la gestion du personnel et des finances.

      Idées et Faits Importants :

      Source 1 : Tutoriel sur le Modding

      • Objectif : Le tutoriel vise à simplifier le processus de création de mods visuels pour les artistes et les joueurs.
      • Préparation :Créer un dossier dédié pour stocker les mods.
      • Télécharger le dossier "Academia mod folder" depuis le wiki du jeu.
      • Renommer le dossier avec le nom du mod souhaité (ex : "zombie mod").
      • Localisation des Images :Accéder aux fichiers du jeu via Steam ("Propriétés" > "Fichiers locaux" > "Parcourir les fichiers locaux").
      • Les images modifiables se trouvent dans "Academia data/streaming assets/base game".
      • Exemples : "tiles/characters" pour les personnages, "objects" pour les objets, "sprites" pour les éléments tenus par les personnages.
      • Modification des Images :Utiliser des logiciels d'édition d'image (ex : Photoshop).
      • L'auteur utilise des fichiers PSD pour faciliter la modification des couleurs et des formes.
      • Il est conseillé de s'inspirer de références visuelles.
      • Intégration des Mods :Placer les images modifiées dans le dossier du mod.
      • Modifier le fichier "tile sprite mapping.XML" pour indiquer au jeu où trouver les nouvelles images. Ce fichier contient des instructions pour le jeu sur l'emplacement des images à afficher.
      • Copier les entrées du fichier XML original et les modifier dans la version du mod pour pointer vers les nouvelles images.
      • Tester le mod en activant le "develop folder" dans le jeu et en sélectionnant le mod.
      • Publication sur Steam Workshop :Renseigner le nom et la description du mod dans le jeu.
      • Télécharger le mod sur Steam Workshop via le jeu.
      • Citations :
      • "the very first thing that you want to do before you make them on is first go to wiki academia game.com"
      • "this is the folder where you can find all the images that that you can you can watch"
      • "these entries are instructions for the game as to like where to find the images that it's going to display in the game"

      Source 2 : Guide de Démarrage

      • Difficulté : Il est recommandé de commencer en mode Facile ou Normal pour se familiariser avec le jeu.
      • Revenus : La principale source de revenus est le nombre d'étudiants dans l'école.
      • Grants : Utiliser efficacement les subventions pour financer la construction et le développement de l'école.
      • Construction :Planifier l'aménagement de l'école à l'aide de l'outil de plan.
      • Construire un bureau de direction pour débloquer la recherche.
      • La taille optimale des salles de classe est de 9x6.
      • Prévoir des toilettes en nombre suffisant pour éviter que les élèves n'urinent à l'extérieur.
      • Aménager une cafétéria et une cuisine.
      • Personnel :Engager des enseignants compétents avec des compétences d'au moins 30 dans leur matière et sans traits négatifs.
      • Choisir des professeurs moins qualifiés au début pour réduire les coûts.
      • Maintenir la propreté de l'école en engageant des concierges et en plaçant des poubelles.
      • Fin d'année :L'examen de fin d'année évalue le taux de réussite, la propreté, la délinquance et la qualité des diplômés.
      • Recherches utiles :Routes de travail (pour automatiser la réparation des objets).
      • Prérogative du directeur (pour automatiser les punitions des délinquants).
      • Suppression des brutes (pour que les surveillants retirent automatiquement les brutes de l'école).

      Citations :

      "Your main source of income will be for each student you have in your school." "At the start of every year you are put into the build stage." "Cleanliness is very important in running a successful school."

    1. Not only did hunting require a good horse, a pack of trained dogs, servants, and an array of weapons, it also required elites to enclose certain areas of protected land so that they could be stocked with game.

      Again, another tradition that is carried out by royals overseas. Here, I feel as though there is a divide. Those who hunt for trophy that have disposable income to spend on exotic hunts versus those who hunt to provide meat for their families who tend to be in poorer economic statuses.

  2. Feb 2025
    1. In order to boost his high opinion of me, I often sugarcoated all of my early accomplishments, such as telling him that I was an expert skateboarder and video game player.

      Very narc

      There’s a fear of being invisible and forgotten and loosing admiration (aka loosing identity) if you don’t ensure it that others will admire you by exaggeration. It’s a trauma response. Your identity falls apart if the outside world doesn’t admire you so it feels like life or death to secure that admiration and if the false self doesn’t believe you by yourself will be enough it will have you exaggerate to feel ok or stable in your own body.

    2. people who had active and pleasurable social lives were starting to play the game, as the new changes catered to such a crowd. WoW no longer became a sanctuary where I could hide from the evils of the world, because the evils of the world had now followed me there.

      He’s projecting his shame onto the people in the world, and sees them as evil’s because they’re following him to remind him of his shame which he can’t escape by plunging into the game anymore.

    3. Sometimes, when I would be playing with them online, I would find out that they were all together in real life, and I was the only one left out. Whenever they did this, I acted bitter towards them through the game, but they didn’t even care. Even in the World of Warcraft, I was an outcast, alone and unwanted

      Just added humiliation.

    4. I became very addicted to the game and my character in it. It was all I cared about.I was so immersed in the game that I no longer cared about what people thought of me. I only saw school as something that took time away from WoW.

      This EXACT pattern happened to me with fantasy. Reality became too difficult to control, too daunting, too confusing to feel safe in. So I lived for coming home from school just to go and live vicariously through my fantasy world. My characters were perfect god-like being, admired, powerful. It was the only identity I had, the only thing I cared about. I wasn’t interested in hobbies or the world, the only thing I cared about or had to share was my character characters. I definitely input my inner desires and wants and ideal self into those characters so when I dreamed of how someday I would become a famous filmmaker and everyone would love my characters, I vicariously felt seen and adored.

    1. Another example of a primarily "Empathy-Based" game is Unravel, which unlike many of the other examples, is a game that was done correctly.

      The reader have no context for this -include more set up.

  3. resu-bot-bucket.s3.ca-central-1.amazonaws.com resu-bot-bucket.s3.ca-central-1.amazonaws.com
    1. Created a version of the popular New York Times web browser game Connections that allows players tocreate and share their own custom puzzles

      don't be afraid to exaggerate on your bullets a little bit, you can probably add another bullet talking about streamlining data from csv files. even if it's just importing a csv as a game, really emphasize how useful this feature is

    2. PROJECTS

      i recommend you keep the game jam project since hackathon projects check off a lot of benchmarks. collaboratively working on code, working in fast-paced environment, playing different roles in a team , etc...

  4. inst-fs-iad-prod.inscloudgate.net inst-fs-iad-prod.inscloudgate.net
    1. Anne Lamott calls “shitty first drafts” and all the ones that follow,the revision of a tenth and a thirteenth and a twenty-third draft. Ishow a YouTube video by Tim Weninger, a computer scientist andengineer at the University of Notre Dame. In the video, Weningerstitches together his revisions of a research paper. In my class,we play a game, guessing how many revisions Weninger did. Theanswer—463!—almost always surprises them

      This basically continues to illustrate the point that revisions are necessary and many professionals are forced to revise 10s or maybe even 100s of times.

    1. Another way of addressing the low reputational cost for bad behaviour online is to engineer in some form of social punishment. One game company, League of Legends, did that by introducing a “Tribunal” feature, in which negative play is punished by other players. The company reported that 280,000 players were “reformed” in one year, meaning that after being punished by the Tribunal they had changed their behaviour and then achieved a positive standing in the community. Developers could also build in social rewards for good behaviour, encouraging more cooperative elements that help build relationships.

      Counters to bad behavior online like discipline could lower chance of behavior to continue.

    2. Christakis has designed software to explore this by creating temporary artificial societies online. “We drop people in and then we let them interact with each other and see how they play a public goods game, for example, to assess how kind they are to other people.” Then he manipulates the network. “By engineering their interactions one way, I can make them really sweet to each other, work well together, and they are healthy and happy and they cooperate. Or you take the same people and connect them a different way and they’re mean jerks to each other and they don’t cooperate and they don’t share information and they are not kind to each other.”

      Experiments that make "fake social societies " and creates different situations and records their reactions.

    3. “There is a lot of evidence that cooperation is a central feature of human evolution,” says Rand. Individuals benefit, and are more likely to survive, by cooperating with the group. And being allowed to stay in the group and benefit from it is reliant on our reputation for behaving cooperatively.

      Mention this game and the group's impact on human behavior.

  5. social-media-ethics-automation.github.io social-media-ethics-automation.github.io
    1. Mike Gavin. Canucks' staffer uses social media to find fan who saved his life. NBC Sports Philadelphia, January 2022. URL: https://www.nbcsportsphiladelphia.com/nhl/philadelphia-flyers/canucks-staffer-uses-social-media-to-find-fan-who-saved-his-life/196044/ (visited on 2023-12-08).

      A Vancouver staff member, had his life saved by a fan, ,during the Seattle Kraken game. A fan noticed a concerning mole on the staff members neck and alerted him of it. A few days later he went to the doctors and discovered it was skin cancer and got it removed. He found the fan through social media as his story popularized and the Krakens gifted her 10,000 dollars towards her college tuition for her kindness.

    2. Foldit. September 2023. Page Version ID: 1175905648. URL: https://en.wikipedia.org/w/index.php?title=Foldit&oldid=1175905648 (visited on 2023-12-08).

      Foldit is an online puzzle video game that engages players in folding protein structures to advance scientific research. The game allows users to contribute to scientific discoveries by solving complex puzzles related to protein folding. It combines gaming with real-world biochemistry, aiming to leverage the problem-solving abilities of gamers for scientific advancements. Launched in 2008, Foldit has had notable successes, including contributions to understanding HIV and other diseases.

    1. Highest price you’d spend

      reply to u/Pope_Shady at https://old.reddit.com/r/typewriters/comments/1iwrlij/highest_price_youd_spend/

      Generally my cap for typewriter purchases is in the $20-35 range. Most of my favorite machines (the standards) were acquired for $5-10 and they're so much better than the portables. At these prices I'm not too worried about the level of work required. I regularly spend 3-4 times more money on a full reel of bulk typewriter ribbon than I do on a typical typewriter.

      A few of my more expensive acquisitions: * I went as high as $100 on a machine (including shipping) to get a Royal Quiet De Luxe with a Vogue typeface that turned out to be in about as stunning a condition as one could hope for. * I went to $130 on an Olympia SM3 in part for it's Congress elite typeface as well as an uncommon set of mathematical characters. I'm sure I could have gotten it for significantly less, but wanted to help out the seller and it was in solid condition except for worn bushings. * I also went to around $150 for an (uncommon in the US) early 30's Orga Privat 5 that was in solid shape. I've yet to run into another Orga in the wild in the US since.

      It also bears saying that I don't mind buying "barn machines" as a large portion of the fun in collecting for me is cleaning, adjusting, and restoring them to full functionality. I've been dissapointed once to have bought a Remington Quiet-Riter once for $10 only to discover it was in near mint condition and didn't need any work at all.

      I am at the point where I'm going to need to start selling machines, work at a local shop, or start my own shop if I'm going to keep up with the "hobby" and maintain a sane spouse simultaneously. If I didn't enjoy wrenching on machines so much, I would definitely be buying them from local shops for significantly more money, and I'd probably have far fewer.

      It's not talked about in great length in some typewriter collector spaces, but I think some of the general pricing "game", beyond just getting a "deal", is the answer to the questions: "What am I into this space for anyway? What makes it fun and interesting?" If you don't have the time, talent, tools, or inclination to do your own cleaning and restoration work, then paying $300-$600 for a nice machine in exceptional clean/restored condition from a shop is a totally valid choice and shouldn't be dismissed. Some are in it for the discussions of typewriters. Some are in it for the bargain hunt. Some just want to write. Some want rare gems. Some want common machines from famous writers. Others just want one "good" machine while others want all the machines. It's a multi-faceted space.

  6. resu-bot-bucket.s3.ca-central-1.amazonaws.com resu-bot-bucket.s3.ca-central-1.amazonaws.com
    1. • Academic discord bot used by 2000+ students to modernize course information provider experience.Intern Report | React, Node.js, Express.js, AWS (API Gateway, Lambda, Amplify, SES, ...) Jul 2022 – Sep 2024• Leading the development of a public crowdsourced aggregate information about internships.Mouseless | Python, Pandas, OpenCV, Git Jun 2022 – May 2023• Leading the development of a machine learning cursor peripheral that tracks eye movements.Don’t Touch It! | C#, Blender, Unity Feb 2022 – March 2022• Collaborated in the development of a game that tests human curiosity

      ur project sucks

    1. If your design requires too much concentration to have someone think aloud while they’re using it (e.g., they’re playing a game), you can also record their interactions and then conduct a retrospective interview, having them reflect on the actions that they took while watching the recording. These recordings might just be the screen interactions, or they might also include the user’s context, facial expressions, or other details. Recording can also be useful for showing designers and engineers breakdowns, helping to persuade others in an organization that a design needs to be improved.

      I think this is a great aspect to include when testing a product or in this example a game. Being able to see someone's live reaction while they're interacting may reveal something that couldn't be seen through questions. Facial expressions or body language can say so much more than a few words. Additionally, this allows the designers and engineers see certain parts that may confuse people or doesn't seem super clear.

    1. Author response:

      The following is the authors’ response to the original reviews.

      Public Reviews

      Reviewer #1 (Public Review):

      Summary:

      The authors have created a system for designing and running experimental pipelines to control and coordinate different programs and devices during an experiment, called Heron. Heron is based around a graphical tool for creating a Knowledge Graph made up of nodes connected by edges, with each node representing a separate Python script, and each edge being a communication pathway connecting a specific output from one node to an iput on another. Each node also has parameters that can be set by the user during setup and runtime, and all of this behavior is concisely specified in the code that defines each node. This tool tries to marry the ease of use, clarity, and selfdocumentation of a purely graphical system like Bonsai with the flexibility and power of a purely code-based system like Robot Operating System (ROS).

      Strengths:

      The underlying idea behind Heron, of combining a graphical design and execution tool with nodes that are made as straightforward Python scripts seems like a great way to get the relative strengths of each approach. The graphical design side is clear, selfexplanatory, and self-documenting, as described in the paper. The underlying code for each node tends to also be relatively simple and straightforward, with a lot of the complex communication architecture successfully abstracted away from the user. This makes it easy to develop new nodes, without needing to understand the underlying communications between them. The authors also provide useful and well-documented templates for each type of node to further facilitate this process. Overall this seems like it could be a great tool for designing and running a wide variety of experiments, without requiring too much advanced technical knowledge from the users.

      The system was relatively easy to download and get running, following the directions and already has a significant amount of documentation available to explain how to use it and expand its capabilities. Heron has also been built from the ground up to easily incorporate nodes stored in separate Git repositories and to thus become a large community-driven platform, with different nodes written and shared by different groups. This gives Heron a wide scope for future utility and usefulness, as more groups use it, write new nodes, and share them with the community. With any system of this sort, the overall strength of the system is thus somewhat dependent on how widely it is used and contributed to, but the authors did a good job of making this easy and accessible for people who are interested. I could certainly see Heron growing into a versatile and popular system for designing and running many types of experiments.

      Weaknesses:

      (1) The number one thing that was missing from the paper was any kind of quantification of the performance of Heron in different circumstances. Several useful and illustrative examples were discussed in depth to show the strengths and flexibility of Heron, but there was no discussion or quantification of performance, timing, or latency for any of these examples. These seem like very important metrics to measure and discuss when creating a new experimental system.

      Heron is practically a thin layer of obfuscation of signal passing across processes. Given its design approach it is up to the code of each Node to deal with issues of timing, synching and latency and thus up to each user to make sure the Nodes they author fulfil their experimental requirements. Having said that, Heron provides a large number of tools to allow users to optimise the generated Knowledge Graphs for their use cases. To showcase these tools, we have expanded on the third experimental example in the paper with three extra sections, two of which relate to Heron’s performance and synching capabilities. One is focusing on Heron’s CPU load requirements (and existing Heron tools to keep those at acceptable limits) and another focusing on post experiment synchronisation of all the different data sets a multi Node experiment generates.   

      (2) After downloading and running Heron with some basic test Nodes, I noticed that many of the nodes were each using a full CPU core on their own. Given that this basic test experiment was just waiting for a keypress, triggering a random number generator, and displaying the result, I was quite surprised to see over 50% of my 8-core CPU fully utilized. I don’t think that Heron needs to be perfectly efficient to accomplish its intended purpose, but I do think that some level of efficiency is required. Some optimization of the codebase should be done so that basic tests like this can run with minimal CPU utilization. This would then inspire confidence that Heron could deal with a real experiment that was significantly more complex without running out of CPU power and thus slowing down.

      The original Heron allowed the OS to choose how to manage resources over the required process. We were aware that this could lead to significant use of CPU time, as well as occasionally significant drop of packets (which was dependent on the OS and its configuration). This drop happened mainly when the Node was running a secondary process (like in the Unity game process in the 3rd example). To mitigate these problems, we have now implemented a feature allowing the user to choose the CPU that each Node’s worker function runs on as well as any extra processes the worker process initialises. This is accessible from the Saving secondary window of the node. This stops the OS from swapping processes between CPUs and eliminates the dropping of packages due to the OS behaviour. It also significantly reduces the utilised CPU time. To showcase this, we initially run the simple example mentioned by the reviewer. The computer running only background services was using 8% of CPU (8 cores). With Heron GUI running but with no active Graph, the CPU usage went to 15%. With the Graph running and Heron’s processes running on OS attributed CPU cores, the total CPU was at 65% (so very close to the reviewer’s 50%). By choosing a different CPU core for each of the three worker processes the CPU went down to 47% and finally when all processes were forced to run on the same CPU core the CPU load dropped to 30%.  So, Heron in its current implementation running its GUI and 3 Nodes takes 22% of CPU load. This is still not ideal but is a consequence of the overhead of running multiple processes vs multiple threads. We believe that, given Heron’s latest optimisation, offering more control of system management to the user, the benefits of multi process applications outweigh this hit in system resources. 

      We have also increased the scope of the third example we provide in the paper and there we describe in detail how a full-scale experiment with 15 Nodes (which is the upper limit of number of Nodes usually required in most experiments) impacts CPU load. 

      Finally, we have added on Heron’s roadmap projects extra tasks focusing only on optimisation (profiling and using Numba for the time critical parts of the Heron code).

      (3) I was also surprised to see that, despite being meant specifically to run on and connect diverse types of computer operating systems and being written purely in Python, the Heron Editor and GUI must be run on Windows. This seems like an unfortunate and unnecessary restriction, and it would be great to see the codebase adjusted to make it fully crossplatform-compatible.

      This point was also mentioned by reviewer 2. This was a mistake on our part and has now been corrected in the paper. Heron (GUI and underlying communication functionality) can run on any machine that the underlying python libraries run, which is Windows, Linux (both for x86 and Arm architectures) and MacOS. We have tested it on Windows (10 and 11, both x64), Linux PC (Ubuntu 20.04.6, x64) and Raspberry Pi 4 (Debian GNU/Linux 12 (bookworm), aarch64). The Windows and Linux versions of Heron have undergone extensive debugging and all of the available Nodes (that are not OS specific) run on those two systems. We are in the process of debugging the Nodes’ functionality for RasPi. The MacOS version, although functional requires further work to make sure all of the basic Nodes are functional (which is not the case at the moment). We have also updated our manuscript (Multiple machines, operating systems and environments) to include the above information. 

      (4) Lastly, when I was running test experiments, sometimes one of the nodes, or part of the Heron editor itself would throw an exception or otherwise crash. Sometimes this left the Heron editor in a zombie state where some aspects of the GUI were responsive and others were not. It would be good to see a more graceful full shutdown of the program when part of it crashes or throws an exception, especially as this is likely to be common as people learn to use it. More problematically, in some of these cases, after closing or force quitting Heron, the TCP ports were not properly relinquished, and thus restarting Heron would run into an "address in use" error. Finding and killing the processes that were still using the ports is not something that is obvious, especially to a beginner, and it would be great to see Heron deal with this better. Ideally, code would be introduced to carefully avoid leaving ports occupied during a hard shutdown, and furthermore, when the address in use error comes up, it would be great to give the user some idea of what to do about it.

      A lot of effort has been put into Heron to achieve graceful shut down of processes, especially when these run on different machines that do not know when the GUI process has closed. The code that is being suggested to avoid leaving ports open has been implemented and this works properly when processes do not crash (Heron is terminated by the user) and almost always when there is a bug in a process that forces it to crash. In the version of Heron available during the reviewing process there were bugs that caused the above behaviour (Node code hanging and leaving zombie processes) on MacOS systems. These have now been fixed. There are very seldom instances though, especially during Node development, that crashing processes will hang and need to be terminated manually. We have taken on board the reviewer’s comments that users should be made more aware of these issues and have also described this situation in the Debugging part of Heron’s documentation. There we explain the logging and other tools Heron provides to help users debug their own Nodes and how to deal with hanging processes.

      Heron is still in alpha (usable but with bugs) and the best way to debug it and iron out all the bugs in all use cases is through usage from multiple users and error reporting (we would be grateful if the errors the reviewer mentions could be reported in Heron’s github Issues page). We are always addressing and closing any reported errors, since this is the only way for Heron to transition from alpha to beta and eventually to production code quality.

      Overall I think that, with these improvements, this could be the beginning of a powerful and versatile new system that would enable flexible experiment design with a relatively low technical barrier to entry. I could see this system being useful to many different labs and fields. 

      We thank the reviewer for positive and supportive words and for the constructive feedbacks. We believe we have now addressed all the raised concerns.  

      Reviewer #2 (Public Review):

      Summary:

      The authors provide an open-source graphic user interface (GUI) called Heron, implemented in Python, that is designed to help experimentalists to

      (1) design experimental pipelines and implement them in a way that is closely aligned with their mental schemata of the experiments,

      (2) execute and control the experimental pipelines with numerous interconnected hardware and software on a network.

      The former is achieved by representing an experimental pipeline using a Knowledge Graph and visually representing this graph in the GUI. The latter is accomplished by using an actor model to govern the interaction among interconnected nodes through messaging, implemented using ZeroMQ. The nodes themselves execute user-supplied code in, but not limited to, Python.

      Using three showcases of behavioral experiments on rats, the authors highlighted three benefits of their software design:

      (1) the knowledge graph serves as a self-documentation of the logic of the experiment, enhancing the readability and reproducibility of the experiment,

      (2) the experiment can be executed in a distributed fashion across multiple machines that each has a different operating system or computing environment, such that the experiment can take advantage of hardware that sometimes can only work on a specific computer/OS, a commonly seen issue nowadays,

      (3) he users supply their own Python code for node execution that is supposed to be more friendly to those who do not have a strong programming background.

      Strengths:

      (1) The software is light-weight and open-source, provides a clean and easy-to-use GUI,

      (2) The software answers the need of experimentalists, particularly in the field of behavioral science, to deal with the diversity of hardware that becomes restricted to run on dedicated systems.

      (3) The software has a solid design that seems to be functionally reliable and useful under many conditions, demonstrated by a number of sophisticated experimental setups.

      (4) The software is well documented. The authors pay special attention to documenting the usage of the software and setting up experiments using this software.

      Weaknesses:

      (1) While the software implementation is solid and has proven effective in designing the experiment showcased in the paper, the novelty of the design is not made clear in the manuscript. Conceptually, both the use of graphs and visual experimental flow design have been key features in many widely used softwares as suggested in the background section of the manuscript. In particular, contrary to the authors’ claim that only pre-defined elements can be used in Simulink or LabView, Simulink introduced MATLAB Function Block back in 2011, and Python code can be used in LabView since 2018. Such customization of nodes is akin to what the authors presented.

      In the Heron manuscript we have provided an extensive literature review of existing systems from which Heron has borrowed ideas. We never wished to say that graphs and visual code is what sets Heron apart since these are technologies predating Heron by many years and implemented by a large number of software. We do not believe also that we have mentioned that LabView or Simulink can utilise only predefined nodes. What we have said is that in such systems (like LabView, Simulink and Bonsai) the focus of the architecture is on prespecified low level elements while the ability for users to author their own is there but only as an afterthought. The difference with Heron is that in the latter the focus is on the users developing their own elements. One could think of LabView style software as node-based languages (with low level visual elements like loops and variables) that also allow extra scripting while Heron is a graphical wrapper around python where nodes are graphical representations of whole processes. To our knowledge there is no other software that allows the very fast generation of graphical elements representing whole processes whose communication can also be defined graphically. Apart from this distinction, Heron also allows a graphical approach to writing code for processes that span different machines which again to our knowledge is a novelty of our approach and one of its strongest points towards ease of experimental pipeline creation (without sacrificing expressivity). 

      (2) The authors claim that the knowledge graph can be considered as a self-documentation of an experiment. I found it to be true to some extent. Conceptually it’s a welcoming feature and the fact that the same visualization of the knowledge graph can be used to run and control experiments is highly desirable (but see point 1 about novelty). However, I found it largely inadequate for a person to understand an experiment from the knowledge graph as visualized in the GUI alone. While the information flow is clear, and it seems easier to navigate a codebase for an experiment using this method, the design of the GUI does not make it a one-stop place to understand the experiment. Take the Knowledge Graph in Supplementary Figure 2B as an example, it is associated with the first showcase in the result section highlighting this self-documentation capability. I can see what the basic flow is through the disjoint graph where 1) one needs to press a key to start a trial, and 2) camera frames are saved into an avi file presumably using FFMPEG. Unfortunately, it is not clear what the parameters are and what each block is trying to accomplish without the explanation from the authors in the main text. Neither is it clear about what the experiment protocol is without the help of Supplementary Figure 2A.

      In my opinion, text/figures are still key to documenting an experiment, including its goals and protocols, but the authors could take advantage of the fact that they are designing a GUI where this information, with properly designed API, could be easily displayed, perhaps through user interaction. For example, in Local Network -> Edit IPs/ports in the GUI configuration, there is a good tooltip displaying additional information for the "password" entry. The GUI for the knowledge graph nodes can very well utilize these tooltips to show additional information about the meaning of the parameters, what a node does, etc, if the API also enforces users to provide this information in the form of, e.g., Python docstrings in their node template. Similarly, this can be applied to edges to make it clear what messages/data are communicated between the nodes. This could greatly enhance the representation of the experiment from the Knowledge graph.

      In the first showcase example in the paper “Probabilistic reversal learning.

      Implementation as self-documentation” we go through the steps that one would follow in order to understand the functionality of an experiment through Heron’s Knowledge Graph. The Graph is not just the visual representation of the Nodes in the GUI but also their corresponding code bases. We mention that the way Heron’s API limits the way a Node’s code is constructed (through an Actor based paradigm) allows for experimenters to easily go to the code base of a specific Node and understand its 2 functions (initialisation and worker) without getting bogged down in the code base of the whole Graph (since these two functions never call code from any other Nodes). Newer versions of Heron facilitate this easy access to the appropriate code by also allowing users to attach to Heron their favourite IDE and open in it any Node’s two scripts (worker and com) when they double click on the Node in Heron’s GUI. On top of this, Heron now (in the versions developed as answers to the reviewers’ comments) allows Node creators to add extensive comments on a Node but also separate comments on the Node’s parameters and input and output ports. Those can be seen as tooltips when one hovers over the Node (a feature that can be turned off or on by the Info button on every Node).  

      As Heron stands at the moment we have not made the claim that the Heron GUI is the full picture in the self-documentation of a Graph. We take note though the reviewer’s desire to have the GUI be the only tool a user would need to use to understand an experimental implementation. The solution to this is the same as the one described by the reviewer of using the GUI to show the user the parts of the code relevant to a specific Node without the user having to go to a separate IDE or code editor. The reason this has not been implemented yet is the lack of a text editor widget in the underlying gui library (DearPyGUI). This is in their roadmap for their next large release and when this exists we will use it to implement exactly the idea the reviewer is suggesting, but also with the capability to not only read comments and code but also directly edit a Node’s code (see Heron’s roadmap). Heron’s API at the moment is ideal for providing such a text editor straight from the GUI.

      (3) The design of Heron was primarily with behavioral experiments in mind, in which highly accurate timing is not a strong requirement. Experiments in some other areas that this software is also hoping to expand to, for example, electrophysiology, may need very strong synchronization between apparatus, for example, the record timing and stimulus delivery should be synced. The communication mechanism implemented in Heron is asynchronous, as I understand it, and the code for each node is executed once upon receiving an event at one or more of its inputs. The paper, however, does not include a discussion, or example, about how Heron could be used to address issues that could arise in this type of communication. There is also a lack of information about, for example, how nodes handle inputs when their ability to execute their work function cannot keep up with the frequency of input events. Does the publication/subscription handle the queue intrinsically? Will it create problems in real-time experiments that make multiple nodes run out of sync? The reader could benefit from a discussion about this if they already exist, and if not, the software could benefit from implementing additional mechanisms such that it can meet the requirements from more types of experiments.

      In order to address the above lack of explanation (that also the first reviewer pointed out) we expanded the third experimental example in the paper with three more sections. One focuses solely on explaining how in this example (which acquires and saves large amounts of data from separate Nodes running on different machines) one would be able to time align the different data packets generated in different Nodes to each other. The techniques described there are directly implementable on experiments where the requirements of synching are more stringent than the behavioural experiment we showcase (like in ephys experiments). 

      Regarding what happens to packages when the worker function of a Node is too slow to handle its traffic, this is mentioned in the paper (Code architecture paragraph): “Heron is designed to have no message buffering, thus automatically dropping any messages that come into a Node’s inputs while the Node’s worker function is still running.” This is also explained in more detail in Heron’s documentation. The reasoning for a no buffer system (as described in the documentation) is that for the use cases Heron is designed to handle we believe there is no situation where a Node would receive large amounts of data in bursts while very little data during the rest of the time (in which case a buffer would make sense). Nodes in most experiments will either be data intensive but with a constant or near constant data receiving speed (e.g. input from a camera or ephys system) or will have variable data load reception but always with small data loads (e.g. buttons). The second case is not an issue and the first case cannot be dealt with a buffer but with the appropriate code design, since buffering data coming in a Node too slow for its input will just postpone the inevitable crash. Heron’s architecture principle in this case is to allow these ‘mistakes’ (i.e. package dropping) to happen so that the pipeline continues to run and transfer the responsibility of making Nodes fast enough to the author of each Node. At the same time Heron provides tools (see the Debugging section of the documentation and the time alignment paragraph of the “Rats playing computer games”  example in the manuscript) that make it easy to detect package drops and either correct them or allow them but also allow time alignment between incoming and outgoing packets. In the very rare case where a buffer is required Heron’s do-it-yourself logic makes it easy for a Node developer to implement their own Node specific buffer.

      (4) The authors mentioned in "Heron GUI’s multiple uses" that the GUI can be used as an experimental control panel where the user can update the parameters of the different Nodes on the fly. This is a very useful feature, but it was not demonstrated in the three showcases. A demonstration could greatly help to support this claim.

      As the reviewer mentions, we have found Heron’s GUI double role also as an experimental on-line controller a very useful capability during our experiments. We have expanded the last experimental example to also showcase this by showing how on the “Rats playing computer games” experiment we used the parameters of two Nodes to change the arena’s behaviour while the experiment was running, depending on how the subject was behaving at the time (thus exploring a much larger set of parameter combinations, faster during exploratory periods of our shaping protocols construction). 

      (5) The API for node scripts can benefit from having a better structure as well as having additional utilities to help users navigate the requirements, and provide more guidance to users in creating new nodes. A more standard practice in the field is to create three abstract Python classes, Source, Sink, and Transform that dictate the requirements for initialisation, work_function, and on_end_of_life, and provide additional utility methods to help users connect between their code and the communication mechanism. They can be properly docstringed, along with templates. In this way, the com and worker scripts can be merged into a single unified API. A simple example that can cause confusion in the worker script is the "worker_object", which is passed into the initialise function. It is unclear what this object this variable should be, and what attributes are available without looking into the source code. As the software is also targeting those who are less experienced in programming, setting up more guidance in the API can be really helpful. In addition, the self-documentation aspect of the GUI can also benefit from a better structured API as discussed in point 2 above.

      The reviewer is right that using abstract classes to expose to users the required API would be a more standard practice. The reason we did not choose to do this was to keep Heron easily accessible to entry level Python programmers who do not have familiarity yet with object oriented programming ideas. So instead of providing abstract classes we expose only the implementation of three functions which are part of the worker classes but the classes themselves are not seen by the users of the API. The point about the users’ accessibility to more information regarding a few objects used in the API (the worker object for example) has been taken on board and we have now addressed this by type hinting all these objects both in the templates and more importantly in the automatically generated code that Heron now creates when a user chooses to create a Node graphically (a feature of Heron not present in the version available in the initial submission of this manuscript).  

      (6) The authors should provide more pre-defined elements. Even though the ability for users to run arbitrary code is the main feature, the initial adoption of a codebase by a community, in which many members are not so experienced with programming, is the ability for them to use off-the-shelf components as much as possible. I believe the software could benefit from a suite of commonly used Nodes.

      There are currently 12 Node repositories in the Heron-repositories project on Github with more than 30 Nodes, 20 of which are general use (not implementing a specific experiment’ logic). This list will continue to grow but we fully appreciate the truth of the reviewer’s comment that adoption will depend on the existence of a large number of commonly used Nodes (for example Numpy, and OpenCV Nodes) and are working towards this goal.

      (7) It is not clear to me if there is any capability or utilities for testing individual nodes without invoking a full system execution. This would be critical when designing new experiments and testing out each component.

      There is no capability to run the code of an individual Node outside Heron’s GUI. A user could potentially design and test parts of the Node before they get added into a Node but we have found this to be a highly inefficient way of developing new Nodes. In our hands the best approach for Node development was to quickly generate test inputs and/or outputs using the “User Defined Function 1I 1O” Node where one can quickly write a function and make it accessible from a Node. Those test outputs can then be pushed in the Node under development or its outputs can be pushed in the test function, to allow for incremental development without having to connect it to the Nodes it would be connected in an actual pipeline. For example, one can easily create a small function that if a user presses a key will generate the same output (if run from a “User Defined Function 1I 1O” Node) as an Arduino Node reading some buttons. This output can then be passed into an experiment logic Node under development that needs to do something with this input. In this way during a Node development Heron allows the generation of simulated hardware inputs and outputs without actually running the actual hardware. We have added this way of developing Nodes also in our manuscript (Creating a new Node).

      Reviewer #3 (Public Review):

      Summary:

      The authors present a Python tool, Heron, that provides a framework for defining and running experiments in a lab setting (e.g. in behavioural neuroscience). It consists of a graphical editor for defining the pipeline (interconnected nodes with parameters that can pass data between them), an API for defining the nodes of these pipelines, and a framework based on ZeroMQ, responsible for the overall control and data exchange between nodes. Since nodes run independently and only communicate via network messages, an experiment can make use of nodes running on several machines and in separate environments, including on different operating systems.

      Strengths:

      As the authors correctly identify, lab experiments often require a hodgepodge of separate hardware and software tools working together. A single, unified interface for defining these connections and running/supervising the experiment, together with flexibility in defining the individual subtasks (nodes) is therefore a very welcome approach. The GUI editor seems fairly intuitive, and Python as an accessible programming environment is a very sensible choice. By basing the communication on the widely used ZeroMQ framework, they have a solid base for the required non-trivial coordination and communication. Potential users reading the paper will have a good idea of how to use the software and whether it would be helpful for their own work. The presented experiments convincingly demonstrate the usefulness of the tool for realistic scientific applications.

      Weaknesses:

      (1) In my opinion, the authors somewhat oversell the reproducibility and "selfdocumentation" aspect of their solution. While it is certainly true that the graph representation gives a useful high-level overview of an experiment, it can also suffer from the same shortcomings as a "pure code" description of a model - if a user gives their nodes and parameters generic/unhelpful names, reading the graph will not help much. 

      This is a problem that to our understanding no software solution can possibly address. Yet having a visual representation of how different inputs and outputs connect to each other we argue would be a substantial benefit in contrast to the case of “pure code” especially when the developer of the experiment has used badly formatted variable names.

      (2) Making the link between the nodes and the actual code is also not straightforward, since the code for the nodes is spread out over several directories (or potentially even machines), and not directly accessible from within the GUI. 

      This is not accurate. The obligatory code of a Node always exists within a single folder and Heron’s API makes it rather cumbersome to spread scripts relating to a Node across separate folders. The Node folder structure can potentially be copied over different machines but this is why Heron is tightly integrated with git practices (and even politely asks the user with popup windows to create git repositories of any Nodes they create whilst using Heron’s automatic Node generator system). Heron’s documentation is also very clear on the folder structure of a Node which keeps the required code always in the same place across machines and more importantly across experiments and labs. Regarding the direct accessibility of the code from the GUI, we took on board the reviewers’ comments and have taken the first step towards correcting this. Now one can attach to Heron their favourite IDE and then they can double click on any Node to open its two main scripts (com and worker) in that IDE embedded in whatever code project they choose (also set in Heron’s settings windows). On top of this, Heron now allows the addition of notes both for a Node and for all its parameters, inputs and outputs which can be viewed by hovering the mouse over them on the Nodes’ GUIs. The final step towards GUI-code integration will be to have a Heron GUI code editor but this is something that has to wait for further development from Heron’s underlying GUI library DearPyGUI.

      (3) The authors state that "[Heron’s approach] confers obvious benefits to the exchange and reproducibility of experiments", but the paper does not discuss how one would actually exchange an experiment and its parameters, given that the graph (and its json representation) contains user-specific absolute filenames, machine IP addresses, etc, and the parameter values that were used are stored in general data frames, potentially separate from the results. Neither does it address how a user could keep track of which versions of files were used (including Heron itself).

      Heron’s Graphs, like any experimental implementation, must contain machine specific strings. These are accessible either from Heron’s GUI when a Graph json file is opened or from the json file itself. Heron in this regard does not do anything different to any other software, other than saving the graphs into human readable json files that users can easily manipulate directly.

      Heron provides a method for users to save every change of the Node parameters that might happen during an experiment so that it can be fully reproduced. The dataframes generated are done so in the folders specified by the user in each of the Nodes (and all those paths are saved in the json file of the Graph). We understand that Heron offers a certain degree of freedom to the user (Heron’s main reason to exist is exactly this versatility) to generate data files wherever they want but makes sure every file path gets recorded for subsequent reproduction. So, Heron behaves pretty much exactly like any other open source software. What we wanted to focus on as the benefits of Heron on exchange and reproducibility was the ability of experimenters to take a Graph from another lab (with its machine specific file paths and IP addresses) and by examining the graphical interface of it to be able to quickly tweak it to make it run on their own systems. That is achievable through the fact that a Heron experiment will be constructed by a small amount of Nodes (5 to 15 usually) whose file paths can be trivially changed in the GUI or directly in the json file while the LAN setup of the machines used can be easily reconstructed from the information saved in the secondary GUIs.

      Where Heron needs to improve (and this is a major point in Heron’s roadmap) is the need to better integrate the different saved experiments with the git versions of Heron and the Nodes that were used for that specific save. This, we appreciate is very important for full reproducibility of the experiment and it is a feature we will soon implement. More specifically users will save together with a graph the versions of all the used repositories and during load the code base utilised will come from the recorded versions and not from the current head of the different repositories. This is a feature that we are currently working on now and as our roadmap suggests will be implemented by the release of Heron 1.0. 

      (4) Another limitation that in my opinion is not sufficiently addressed is the communication between the nodes, and the effect of passing all communications via the host machine and SSH. What does this mean for the resulting throughput and latency - in particular in comparison to software such as Bonsai or Autopilot? The paper also states that "Heron is designed to have no message buffering, thus automatically dropping any messages that come into a Node’s inputs while the Node’s worker function is still running."- it seems to be up to the user to debug and handle this manually?

      There are a few points raised here that require addressing. The first is Heron’s requirement to pass all communication through the main (GUI) machine. We understand (and also state in the manuscript) that this is a limitation that needs to be addressed. We plan to do this is by adding to Heron the feature of running headless (see our roadmap). This will allow us to run whole Heron pipelines in a second machine which will communicate with the main pipeline (run on the GUI machine) with special Nodes. That will allow experimenters to define whole pipelines on secondary machines where the data between their Nodes stay on the machine running the pipeline. This is an important feature for Heron and it will be one of the first features to be implemented next (after the integration of the saving system with git). 

      The second point is regarding Heron’s throughput latency. In our original manuscript we did not have any description of Heron’s capabilities in this respect and both other reviewers mentioned this as a limitation. As mentioned above, we have now addressed this by adding a section to our third experimental example that fully describes how much CPU is required to run a full experimental pipeline running on two machines and utilising also non python code executables (a Unity game). This gives an overview of how heavy pipelines can run on normal computers given adequate optimisation and utilising Heron’s feature of forcing some Nodes to run their Worker processes on a specific core. At the same time, Heron’s use of 0MQ protocol makes sure there are no other delays or speed limitations to message passing. So, message passing within the same machine is just an exchange of memory pointers while messages passing between different machines face the standard speed limitations of the Local Access Network’s ethernet card speeds. 

      Finally, regarding the message dropping feature of Heron, as mentioned above this is an architectural decision given the use cases of message passing we expect Heron to come in contact with. For a full explanation of the logic here please see our answer to the 3rd comment by Reviewer 2.

      (5) As a final comment, I have to admit that I was a bit confused by the use of the term "Knowledge Graph" in the title and elsewhere. In my opinion, the Heron software describes "pipelines" or "data workflows", not knowledge graphs - I’d understand a knowledge graph to be about entities and their relationships. As the authors state, it is usually meant to make it possible to "test propositions against the knowledge and also create novel propositions" - how would this apply here?

      We have described Heron as a Knowledge Graph instead of a pipeline, data workflow or computation graph in order to emphasise Heron’s distinct operation in contrast to what one would consider a standard pipeline and data workflow generated by other visual based software (like LabView and Bonsai). This difference exists on what a user should think of as the base element of a graph, i.e. the Node. In all other visual programming paradigms, the Node is defined as a low-level computation, usually a language keyword, language flow control or some simple function. The logic in this case is generated by composing together the visual elements (Nodes). In Heron the Node is to be thought of as a process which can be of arbitrary complexity and the logic of the graph is composed by the user both within each Node and by the way the Nodes are combined together. This is an important distinction in Heron’s basic operation logic and it is we argue the main way Heron allows flexibility in what can be achieved while retaining ease of graph composition (by users defining their own level of complexity and functionality encompassed within each Node). We have found that calling this approach a computation graph (which it is) or a pipeline or data workflow would not accentuate this difference. The term Knowledge Graph was the most appropriate as it captures the essence of variable information complexity (even in terms of length of shortest string required) defined by a Node.

      Recommendations for the authors:  

      Reviewer #1 (Recommendations For The Authors):

      -  No buffering implies dropped messages when a node is busy. It seems like this could be very problematic for some use cases... 

      This is a design principle of Heron. We have now provided a detailed explanation of the reasoning behind it in our answer to Reviewer 2 (Paragraph 3) as well as in the manuscript. 

      -  How are ssh passwords stored, and is it secure in some way or just in plain text?  

      For now they are plain text in an unencrypted file that is not part of the repo (if one gets Heron from the repo). Eventually, we would like to go to private/public key pairs but this is not a priority due to the local nature of Heron’s use cases (all machines in an experiment are expected to connect in a LAN).  

      Minor notes / copyedits:

      -  Figure 2A: right and left seem to be reversed in the caption. 

      They were. This is now fixed. 

      -  Figure 2B: the text says that proof of life messages are sent to each worker process but in the figure, it looks like they are published by the workers? Also true in the online documentation.  

      The Figure caption was wrong. This is now fixed.

      -  psutil package is not included in the requirements for GitHub

      We have now included psutil in the requirements.

      -  GitHub readme says Python >=3.7 but Heron will not run as written without python >= 3.9 (which is alluded to in the paper)

      The new Heron updates require Python 3.11. We have now updated GitHub and the documentation to reflect this.

      -  The paper mentions that the Heron editor must be run on Windows, but this is not mentioned in the Github readme.  

      This was an error in the manuscript that we have now corrected.

      -  It’s unclear from the readme/manual how to remove a node from the editor once it’s been added.  

      We have now added an X button on each Node to complement the Del button on the keyboard (for MacOS users that do not have this button most of the times).

      -  The first example experiment is called the Probabilistic Reversal Learning experiment in text, but the uncertainty experiment in the supplemental and on GitHub.  

      We have now used the correct name (Probabilistic Reversal Learning) in both the supplemental material and on GitHub

      -  Since Python >=3.9 is required, consider using fstrings instead of str.format for clarity in the codebase  

      Thank you for the suggestion. Latest Heron development has been using f strings and we will do a refactoring in the near future.

      -  Grasshopper cameras can run on linux as well through the spinnaker SDK, not just Windows.  

      Fixed in the manuscript. 

      -  Figure 4: Square and star indicators are unclear.

      Increased the size of the indicators to make them clear.

      -  End of page 9: "an of the self" presumably a typo for "off the shelf"?  

      Corrected.

      -  Page 10 first paragraph. "second root" should be "second route"

      Corrected.

      -  When running Heron, the terminal constantly spams Blowfish encryption deprecation warnings, making it difficult to see the useful messages.  

      The solution to this problem is to either update paramiko or install Heron through pip. This possible issue is mentioned in the documentation.

      -  Node input /output hitboxes in the GUI are pretty small. If they could be bigger it would make it easier to connect nodes reliably without mis-clicks.

      We have redone the Node GUI, also increasing the size of the In/Out points.

      Reviewer #2 (Recommendations For The Authors):

      (1) There are quite a few typos in the manuscript, for example: "one can accessess the code", "an of the self", etc.  

      Thanks for the comment. We have now screened the manuscript for possible typos.

      (2) Heron’s GUI can only run on Windows! This seems to be the opposite of the key argument about the portability of the experimental setup.  

      As explained in the answers to Reviewer 1, Heron can run on most machines that the underlying python libraries run, i.e. Windows and Linux (both for x86 and Arm architectures). We have tested it on Windows (10 and 11, both x64), Linux PC (Ubuntu 20.04.6, x64) and Raspberry Pi 4 (Debian GNU/Linux 12 (bookworm), aarch64). We have now revised the manuscript and the GitHub repo to reflect this.

      (3) Currently, the output is displayed along the left edge of the node, but the yellow dot connector is on the right. It would make more sense to have the text displayed next to the connectors.  

      We have redesigned the Node GUI and have now placed the Out connectors on the right side of the Node.

      (4) The edges are often occluded by the nodes in the GUI. Sometimes it leads to some confusion, particularly when the number of nodes is large, e.g., Fig 4.

      This is something that is dependent on the capabilities of the DearPyGUI module. At the moment there is no way to control the way the edges are drawn.

      Reviewer #3 (Recommendations For The Authors):

      A few comments on the software and the documentation itself:

      - From a software engineering point of view, the implementation seems to be rather immature. While I get the general appeal of "no installation necessary", I do not think that installing dependencies by hand and cloning a GitHub repository is easier than installing a standard package.

      We have now added a pip install capability which also creates a Heron command line command to start Heron with. 

      -The generous use of global variables to store state (minor point, given that all nodes run in different processes), boilerplate code that each node needs to repeat, and the absence of any kind of automatic testing do not give the impression of a very mature software (case in point: I had to delete a line from editor.py to be able to start it on a non-Windows system).  

      As mentioned, the use of global variables in the worker scripts is fine partly due to the multi process nature of the development and we have found it is a friendly approach to Matlab users who are just starting with Python (a serious consideration for Heron). Also, the parts of the code that would require a singleton (the Editor for example) are treated as scripts with global variables while the parts that require the construction of objects are fully embedded in classes (the Node for example). A future refactoring might make also all the parts of the code not seen by the user fully object oriented but this is a decision with pros and cons needing to be weighted first. 

      Absence of testing is an important issue we recognise but Heron is a GUI app and nontrivial unit tests would require some keystroke/mouse movement emulator (like QTest of pytest-qt for QT based GUIs). This will be dealt with in the near future (using more general solutions like PyAutoGUI) but it is something that needs a serious amount of effort (quite a bit more that writing unit tests for non GUI based software) and more importantly it is nowhere as robust as standard unit tests (due to the variable nature of the GUI through development) making automatic test authoring an almost as laborious a process as the one it is supposed to automate.

      -  From looking at the examples, I did not quite see why it is necessary to write the ..._com.py scripts as Python files, since they only seem to consist of boilerplate code and variable definitions. Wouldn’t it be more convenient to represent this information in configuration files (e.g. yaml or toml)?  

      The com is not a configuration file, it is a script that launches the communication process of the Node. We could remove the variable definitions to a separate toml file (which then the com script would have to read). The pros and cons of such a set up should be considered in a future refactoring.

      Minor comments for the paper:

      -  p.7 (top left): "through its return statement" - the worker loop is an infinite loop that forwards data with a return statement?  

      This is now corrected. The worker loop is an infinite loop and does not return anything but at each iteration pushes data to the Nodes output.

      -  p.9 (bottom right): "of the self" → "off-the-shelf"  

      Corrected.

      -  p.10 (bottom left): "second root" → "second route"  

      Corrected.

      -  Supplementary Figure 3: Green start and square seem to be swapped (the green star on top is a camera image and the green star on the bottom is value visualization - inversely for the green square).  

      The star and square have been swapped around.

      -  Caption Supplementary Figure 4 (end): "rashes to receive" → "rushes to receive"  

      Corrected.

    1. The punishment is worse for Richard. Udvari kicks him out of the game. The Canadiens trainer guides him off the ice. Thompson skates behind them, to make sure he actually leaves and does not turn back to fight some more. Richard presses a towel to the gash on his scalp, which will take five stiches to close. He clutches a stick in his right hand.

      Richard got punished worse. Why?

    2. They want to arrest Richard for assault, to throw him in jail for the night.

      This seems like a very unfair punishment for Richard if Laycoe didn't even get ejected from the game.

    3. Like that night in December 1944 when he showed up at the Forum exhausted from moving furniture all day into his family’s new apartment — then scored five goals and added three assists, setting the NHL record for most points in a single game.

      Such a determined and hard working person. Shows a lot of perseverance from his personality.

    1. Sticks were high, fists flew, blood often smeared the ice, and the owners thought this was all manly and a great way to sell tickets.

      Many people probobly went to see fights not the actual game. Whey were they so angry?

    2. Sticks were high, fists flew, blood often smeared the ice, and the owners thought this was all manly and a great way to sell tickets.

      Is this normal behavior in hockey? I have only been to one hockey game and never saw fists flying with blood.

    1. walking connects to the adventure pillar of exploration, as well as the sense of immersive transportation and a focus on environmental storytelling

      I like how this interpretation of the addition of walking in a game serves two purposes One that is towards the navigation aspect, allowing for the general exploration of the digital environment surrounding the player, and another towards the actual story. The player can unravel aspects of the story on their own through exploring what is around them. By doing this the. Player can discover this about the plot outside of what is given to them directly by the game maker.

    2. Real games are difficult, goes this argument: you can die in them; you can take “real” actions (i.e., shooting and loot collecting, not walking or investigating). Real game heroes are powerful and effective. An ugly corollary to this argument, advanced by some, was that “real games” shouldn’t be about the disenfranchised. Game stories shouldn’t be about women or queer people

      To many critics, “real games” require difficulty, interactivity, and are not meant to be deep and meaningful. In general, a game can be defined as an activity that incites emotions, bringing some sort of diversion or amusement, which is why its weird that some people have redefined games as something that requires “real” action, interactivity, and agency. Nowadays, I feel people are a lot more looser with their definition of a “game” as so many things follow on the category of games, from puzzle games to the typical action games and more.

    3. Gone Home keeps the player at a distance. But the slow pace and fragmented narrative invites a level of self-reflection distinctive to the walking simulator’s approach to character and story.

      I think the fact that Katie (who the user also plays) is such an observer in this game which is extremely interesting considering the fact that she is also Sam's older sister and they seem to have a close relationship. It seems obvious that the family dynamic isn't perfect and they aren't as close to each other as one would expect, the slow pace and finding out these bits of her family's lives is so interesting, especially since this is her own family and she is also finding out all this new information while not knowing where any of her family is. I think this should be a larger component spoken about as Katie seems like such an outside character.

    4. The game asks the player to confront prejudice without any ability via in-game mechanics to resolve it.

      I think this is one of the biggest areas of criticism that walking simulators receive. The way that walking simulators are designed creates a hard limit on the players agency, in some cases even more so than a Twine based game, as those at least allow the player to make decisions that alter the outcome of the story. Meanwhile in a game like Gone-Home, that player is nothing more than an observer, and they have no impact on the games story, they can only discover it. This can be seen as both positive and negative, as it is similar to something like a book, where the player simply digests the story. However it can also be seen as a limitation, as the players agency is severely reduced compared to a typical video.

    5. O’Connor’s review of the tourism Quake mod highlights some of the unsuitability of these environments to casual exploration. The architecture of these games in their original form is a means to the end of success in combat: to the extent the player notices it at all, it is while looking for places to hide, physical obstacles, routes for evasion or ambush. Details are designed to be glanced at briefly, not lingered over.

      I thought this was an interesting take on what removing violence from a game does. Since shooter games are so action based, the player doesn’t really have the time to sit down with the piece and uncover the deeper details of the game. Removing these violent actions/traits from the game completely transforms the game, allowing the player to experience an almost entirely new game.

    6. and it is no surprise that this environment can foster toxicity and exclusion.

      This is definitely a real issue in shooter games, as there is generally a very negative environment if you listen to an Xbox voice chat. People are frequently degrading and questioning other people’s ability to play the game. In games that require less skill—such as walking games—the focus is less on the individual player and more on the meaning behind the game itself, fostering a more positive atmosphere in general.

    7. made by queer designers, positing that “permanent living represents a particularly potent trope for expressing both hopes and concerns about contemporary queer life in the face of an uncertain future.” But Ruberg resists the reading of this mechanic as purely utopian:

      In many games I have played in the past, there have been permadeath options, where if you die in a game, it sets the player back to the beginning (ex: "Dont Starve"). Yet, in the article, it is discussed that more liberal leaning individuals (especially ones who are a part of the lgbtq community) have created narratives with “permalife”. Unlike permadeath, these games place the user into inescapable real world issues. This approach to game design makes me wonder about how games can evolve from purely escapist experiences into tools for social commentary. It’s not just about surviving in the game world, but confronting the more darker realities that many face in real life.

    8. Sam’s words, though addressed to Katie, are also aimed at the player, serving  as an invitation to connect and respect Sam’s choice. The request not to “hate me” is particularly poignant, given that the essential absence goes unfixed. There is no further opportunity for either confrontation or affirmation: the player cannot reach out, or in any way repair or bridge the family’s disconnections.

      While I was playing Gone Home, I definitely felt like by the end of the game, I was Katie uncovering all of the secrets of my family and discovering what had happened while I was away. I was hoping that at the end of the game, we would be able to find and speak with Sam, and when I realized that we wouldn't be able to, I felt disappointed. For me, that changed the meaning of the game from a mystery game to something even more thought-provoking. I wonder what the thought-process behind the creators' decision was and why they chose to end the game that way. What message were they trying to send to the players?

    9. The subculture of “speedrunning,” demonstrating mastery over controls at its highest levels, is mostly inimical to the walking simulator:

      Speedrunning---the concept of completing a game as fast as possible---serves little purpose to the audience in walking simulators. Speedrunning shows proficiency of game mechanics, typically of someone who is familiar with the game but does not hold the same value when applied to a walking simulator.

      I find this interesting because in the Steam achievements of Gone Home, there is an achievement for completing the game in less than a minute. I wonder why the creator of the game even created that achievement… Was it to foster a similar experience to an adventure game? Was it a joke, making fun of the modern speedrunning? Was the achievement created at first release, or was it added after player feedback?

    10. If adventure games gave walking simulators their focus on exploration and immersion, and generated worlds a contrarian design to react against (pushing away from randomness toward curation), slow games created a foundation or context for games to be minimalist and contemplative and connected to a lineage of art that explores these aesthetics.

      Reed et al. seem to be arguing that walking sim/ slow games are designed to prevent players from having agency other than the ability to move slowly and to think about the story and its messages.

      I'm intrigued by the idea that art and contemplation are linked here and wonder if considering Gone Home an "art" game changes my understanding of it.

    11. In walking simulators, violence is also often present, but generally at a distance, remembered or stylized: the violence of Gone Home, for instance, is the emotional abuse of a family

      Violence in these simulators is often present, it is typically stylized or remembered rather than directly experienced. The common mechanic of a violent death in traditional games, is often absent in walking simulators, replaced by "permalife," where players focus on enduring and existing rather than surviving. This mechanic, often associated with queer designers, challenges players to consider the consequences of living and the emotional weight of existence. In Gone Home, the game uses the dark and "scary" atmosphere to implement fear and push an instinct to keep surviving and existing

    12. But he goes on to make the “extreme statement” that walking for pleasure into new and unseen places is not an act of idleness but a necessary part of retaining our humanity in a modern world

      This is a very interesting point. Scientific studies seem to corroborate the idea that walking is beneficial, as it is proven that walking in nature can be crucial to maintaining one’s mental health. At the same time, slow paced walking games keep us in front of the screen longer, so are we truly reaping the same benefits of walking when playing a game that simulates it?

    13. The most visible difference between adventure games and walking sims is the removal of puzzles, although this evolution has happened across many genres of game, as radically extending play time through mental frustration fell out of fashion

      While walking games are considered as less mentally tedious because there may not be direct puzzles to solve or combat present, often times they can still spread a message and introduce an overarching theme which is not typically present in games where the soul focus is violence. For example, in "Gone Home" there are many different ideas present one of the largest ones being self-journey and self-identity where Sam decides to leave her family in order to be her true self. This kind of message may not be as present or direct in a game oriented towards violence or achieving some sort of goal.

    14. The player’s initial fear that they might need to act quickly to defend themselves from some lurking supernatural horror becomes transmuted, by the end of the story, into the inevitable realization that their character has already lost her chance to act,(p.131)has arrived too late to intervene in her sister’s story. All she can do now is understand it.

      In the beginning of Gone Home, the house is portrayed in a way that invokes the normal horror survival game. Players initially think that danger is behind them, but as the game goes on, it becomes clear that the true horror of the game is the family. This shift away from fear leads the player to play the game to understand the family.

    15. They leave the player alone in a world with their own thoughts. (2016)

      I find it really interesting that the authors used this part of the quote to describe how shooter games eventually evolved into walking simulators. In walking simulators, it’s interesting to see how we can freely move around and explore things, and to see how something as nonviolent as “Gone Home” could have been derived from a violent game is really surprising. However, I think it is a smart way of shifting the narrative away from violence and more toward more exploratory games that allow people to look around while also thinking about what they’re doing; this kind of gets rid of the idea of a monotonous killing spree.

    16. These games were originally dubbed “walking simulators” as an insult to exclude them and their creators from being considered “real games” or real game makers. But many creators of this othered, outsider genre have reclaimed the term, as have we in this chapter, for its embrace of qualities that would-be insiders despise. These games deemphasize traditional active game verbs to center more passive ones, especially movement, observation, and reflection.

      The original term of “walking simulators” was used as an insult against more passive and linear forms of media within gaming culture. It is argued that they are more akin to a book or a movie, where user interaction essentially does not change anything within the story being told. Although many reviewers criticize this due to the limited form of interaction, it makes it easier to truly step into the shoes of the protagonist. Instead of focusing on many plot points, one central and solidified story can be further developed, as multiple endings do not need to be computed.

    17. unique part of the human experience.

      It’s interesting how something as simple as waking can be analyzed as a “part of the human experience”. What about humans allows walking to become an experience? This ‘experience’ aspect of walking makes sense towards the creation of walking simulators, adding another depth of experience to the game.

    18. The player’s initial fear that they might need to act quickly to defend themselves from some lurking supernatural horror becomes transmuted, by the end of the story, into the inevitable realization that their character has already lost her chance to act,(p.131)has arrived too late to intervene in her sister’s story. All she can do now is understand it.

      Gone Home, introducing itself to the user as a horror game, leads the player to believe that they must “act quickly” to avoid any supernatural beings. As the game progresses, however, the user realizes that there is no longer any immediate fear, but a longing fear that they are reading a story that they can no longer act upon and have no choice but to observe.

      After playing, I was wondering what the actual purpose of the horror aspect was. The argument that the game is meant to transition from external horror to internal horror is a strong interpretation of Gone Home. Playing as Katie brings more emotional meaning to the game rather than playing as Sam. If we would have played as Sam, we would experience more of the first-person shooter action, but playing as Katie really forces us to immerse ourselves into her shoes, as though we have a sibling that has ran away. As we play the game, this concept becomes stronger and stronger as we realize that there is nothing Katie (ourselves) can do at this point.

    19. “Walking simulator” began as a derogatory label, and is still controversial among game creators: while some have reclaimed it as a useful category, to others it seems reductive or laden with too many negative associations.

      This portion of the text talks about the origins of the term "Walking Simulator." How, originally, the term was used as an insult to describe how dull the game was. I find it very interesting that prejudice was created towards walking simulators. This quote reflects the fact that a stigma towards walking simulators is ever present, and is even rooted in the game genre's origins. I feel this represents a symptom of the issue with the "gaming community" at large, as it is very common place to attack or belittle games/developers that makes video games that are different or not seen as video games in the traditional sense.

    20. These animations can seem painfully slow by today’s standards.

      It's interesting how something as developed as movement in a video game is viewed as boring. To me it seems like the rise of technology has caused our attention span to decrease rapidly.

    21. Critics have drawn different conclusions about the role of Gone Home as (and alongside other) queer media.

      The game Gone Home includes an example of a queer relationship, yet does not make it the main emphasis of the game, as it includes story lines of other characters in Katie’s family, too. The lack of concentration on the queer relationship has brought mixed opinions by critics, which some liking it, and others disliking it. I personally thought the presence of a variety of storylines of each member of the family helped the player be further immersed in the perspective of Katie as it felt a lot more real when each character in the story had their own story and journey they were going through. It also helped sell the separation the family was experiencing, which I felt was also an important part of the storyline of the game.

    22. Simply put, you cannot become better than someone else at a walking simulator, and this lack of a mechanism for dividing elite from noob might be what’s really behind some critiques complaining about the lack of gameplay.

      I found this quote interesting because it made me think more of what the "point" of a game really is and what defines a game. Does there need to be a winner to be a game? Is a game about skill or discovering a deeper message and theme? I feel like the definition of a game is loose- you don't have to discover a deeper message or heavily engage with a storyline in order for it to be a game (like Pacman, Tetris). However, I think that a game without a winner is still a game, even if it focuses more on the plot/storyline and less on skill/ a winner and loser.

    23. Mainstream game design has moved toward minimizing these down times, adding mechanics like fast travel or quest markers to get players straight to the next point of interest, another filing away of the adventure game’s rough corners

      Forza is a game that has implemented Fast Travel, which—in my opinion—takes away from the purpose of the game, which is to explore the map.

    24. In walking sims we can see this purism taken to the opposite extreme: removing all possibility for any player to be judged superior to another by removing any punishment for differing performance of play. Games scholar Bonnie Ruberg has called this notion “permalife,” for games which not only include but center the notion of making death impossible (2017).

      The notion of “perma-life” connects with Salter’s notion that taking away agency from a player allows a work to better explore the complexities of mental health. In games where dying is possible, there is inherently agency in that taking the “wrong” actions as the player will lead to death as a means of losing the game. But this agency also leads to the obvious fact that the player will be able to retry sections in which they die. Walking simulators, by taking away death, add severity and weight to each development made in the story. The character, and by extension the player, get no do-overs when something goes wrong. This setup accurately mirrors the nature of mental turmoil: things inevitably go wrong in life, which leads to distress, but the only thing that can be done is to face the situation directly. By not allowing players a chance to avoid bad things from happening via a death mechanic that promotes player mastery as a method of solving problems, walking simulators are able to focus fully on the idea of persisting in the face of trauma.

  7. drive.google.com drive.google.com
    1. This changes the rules of the game. We learned to cooperate,which means creating a shared goal that takes into account our allies’interests as well as our own.

      This is good to know and how it affects the present

    1. the flight controls for drones over the years have come to resemble video game controllers, which the military has done to make them more intuitive for a generation of young soldiers raised on games like Gears of War and Killzone’

      I feel like as real world situations, drones in this case, become designed to be controlled more like video games, there is a potential for desensitization as combat operations begin to feel like a game. As a result, operators may become emotionally disengaged from the consequences of their actions.

  8. resu-bot-bucket.s3.ca-central-1.amazonaws.com resu-bot-bucket.s3.ca-central-1.amazonaws.com
    1. As part of a team, developed a 2d platformer game based on the theme “Make me laugh”.

      you could rephrase slightly to fit this better into action statement format like 'Collaborated in a team of X developers to build ....'

    1. The relationship that a fan has with their team has always been fascinating to me. It is like that person is on the team, even though they are not physically in the game.

    1. Dusan (Matt) Materic Thanks Dusan. That makes sense. Would it be feasible/worthwhile, to try to replicate their experiment with these three issues addressed? I assume, given Gauert et al's 2025 paper, the results would still be imperfect, even with their "best" method 3 for minimizing lipid issues, but it seems worth re-testing, as an approximation? Based on their comment in the paper "refinements to the analytical techniques, more complex study designs and much larger cohorts are needed" and their response to a comment on an earlier paper, perhaps they would be game to collaborate?https://academic.oup.com/toxsci/advance-article-abstract/doi/10.1093/toxsci/kfae137/7829158 …more Like Celebrate Support Love Insightful Funny Like Reply Gabriel Enrique De la Torre • 3rd+ Microplastics | Plastic pollution | Antifouling paint particles 1w Dusan (Matt) Materic this pretty much summarizes it

      Gabriel's google scholar profile https://scholar.google.com/citations?hl=en&user=Mc00G90AAAAJ&view_op=list_works&sortby=pubdate

    1. In 1889 a distinguished spokesmen forsports and Harvard geology professor, Nathaniel Shaler, announcedthat ‘‘football was coming to be seen as both a moral training groundand a mirror of American industrial capitalism.

      This reflects the early association of sports, specifically football, with broader cultural ideals like morality and capitalism. It shows how sports were being linked to national identity and societal values, framing the game as a tool for social and moral development.

    1. I find myself revisiting now due to buggy behavior observed in jszip (discovered through Darius Kazemi's reliance on it for his Twitter archiver project).

      The problem is that jszip when given a ZIP with Zip64 data in the end of central directory record handles it poorly (presumably jszip simply doesn't have support for Zip64 despite being advertised as such)—except that that's even really the problem.

      The fundamental problem with jszip is that it doesn't support Zip64 (whether it says it does or not) and it makes an assumption that the last file header record in the central directory will be immediately followed by the end of central directory signature and when it encounters a file that violates this assumption its attempts to recover are odd. There's no good reason for jszip or any other software to make that assumption, though, since depending on it is in no way necessary to go ahead and successfully work with the files that are present.

    2. What if there is some local file record that is not referenced by the central directory? Is that valid? This is undefined.

      From an earlier private note (from 2021 July 20):

      A better way to phrase it: "What if there is some byte sequence that coincides with the sequence used for the local file header signature, but nonetheless does not comprise some part of a file record (i.e., one "referenced by the central directory")?

      And the answer, of course, is right there; it is not UB—that isn't a file record.

      Some block of data within the ZIP can only be considered to comprise a local file header iff it is referenced by the central directory. A byte sequence appearing elsewhere that collides with the file header signature is just noise.

    3. The "end of central directory record" must be at the end of the file and the sequence of bytes, 0x50 0x4B 0x05 0x06, must not appear in the comment.

      What happened to the central directory offset not being allowed to be located there?

    1. Jones uses a fixed game of Monopoly as an allegory for the U.S. pretending that there is a fair and objective economic system, when really 400 years of slavery and the violent systems that have persisted since (such as Jim Crow, lynchings, racial massacres, and mass incarceration) is the same as cheating every round, and has made the game impossible to win.

      this is a great concept

    1. “It was the same thing,” he says, “as Sonic the Hedgehog having weird teeth and people going, ‘No, that’s not the game I played as a kid, you need to fix it or I am not giving you any money.’”

      every work of art and artist works around money. While inspiration for film writing is there the old saying goes "money talks" if at the end of the day the consumer wanted sonic to look more like the nostalgia idea of what they remember it is up to the creator to deliver it.

    2. The last decade or so has witnessed huge changes in the awareness, perception and tools of fandom. In terms of television and film, the enormous successes of Game of Thrones and the Marvel Cinematic Universe have introduced geek culture – and its brand of participatory fandom – to the mainstream. At the same time, the internet – and more specifically social media – has amplified fans’ voices, while also breaking down the boundaries between them and the artists they love/hate.

      "This passage shows how hit TV shows and movies, along with the rise of social media, have made fandom more mainstream, interactive, and influential."

    3. The ability of fans to shape and change the art they enjoy is nothing new. In 1893, the reaction to Arthur Conan Doyle killing off Sherlock Holmes was so intense that he eventually resurrected him ten years later. Historian Greg Jenner, author of forthcoming book Dead Famous (a study of the history of fame), has even tracked the characteristics of modern fandom back to the 1700s, when rival supporters of English theatre actresses would compete for dominance like Team Aniston or Team Jolie.  And to the 1920s, where fan groups would write thousands of letters to movie studios demanding their favourite actor be given better roles. “It was the same thing,” he says, “as Sonic the Hedgehog having weird teeth and people going, ‘No, that’s not the game I played as a kid, you need to fix it or I am not giving you any money.’”

      "This passage shows how fans have been influencing the art they love for a long time, connecting historical examples with today's fandom culture."

    4. The final season of Game of Thrones resulted in a petition of more than a million signatures for HBO to remake it. Ridiculous? Yes. But maybe that was the point

      This is exactly what I mean when say "positive audience involvement".

    5. And to the 1920s, where fan groups would write thousands of letters to movie studios demanding their favourite actor be given better roles. “It was the same thing,” he says, “as Sonic the Hedgehog having weird teeth and people going, ‘No, that’s not the game I played as a kid, you need to fix it or I am not giving you any money.’”

      The fact that writers have been dealing with this shows how deep this issue does and how much of an effect it has on the entertainment industry over the years.

    1. I think this is how most games view the purpose of their loops. It’s for the player to master a skill. But most of these games aren’t really about that. In Assassin’s Creed Odyssey you have an RPG skill tree that unlocks new abilities, lets you get better and better at fighting and sneaking. And, I suppose you could make a case that the game is about an assassin honing her craft. But...actually it really isn't. It’s about someone trying to find who her real family is. Or it’s about exploring ancient Greece. Or it’s about choosing sides in the Peloponnesian War. Or...something else. I’m not really sure what it’s about, honestly, and anyways it doesn’t matter. Let’s say it’s about an assassin honing her craft. Nothing in the game really supports that. The world doesn’t feel oppressive or vulnerable, it hardly matters if you get better or not, it’s quite easy; it’s impossible to get lost; you never fail. I don’t really feel like my skill in that game improved, as I played it. It felt more like…the game just kept going. It takes a lot of work to make this structure meaningful! But let’s suppose these games did make this work. Let’s say all these games achieve the difficult task of creating meaning through play, feeling mastery through repetition…it’s not that this is a bad use of play, but I have to believe it is not all play can offer us. I hope it is just a small fraction of what play is capable of! So why is this all we’re doing? Why can’t we hope for more?

      Inscryption: genuinely top-tier loop, but the weight of the game is in how weird it feels to go outside that loop structure

    2. What grants arcade games their meaning is their high scores: arcades are social spaces. Like the combative meaning of Battle Line, Space Invaders is granted meaning through leaderboards and face offs. Even if you’re just playing against yourself, there is a tension of getting farther, doing better, honing your craft and seeing it reflected in concrete terms. Everything you do in the game furthers this goal, which makes everything you do meaningful.

      The one arcade game that's in my life is Killer Queen, because my work team goes to play it every now and again at Jupiter Bar. The arcade as actual competitive arena seems defunct, so this game is interesting in that it manufactures tiny moments of abnormal social interaction; when in our day-to-day does a junior engineer get to crow that she has sabotaged her senior's attempt at achieving something? Anthropologists: the temporary inversion of social norms.

    1. Le premier facteur explicatif serait la socialisation différenciée selon le genre. En effet, tout comme de nombreux sports traditionnels comme le football, la boxe ou encore le rugby, le E-sport apparaît dans les imaginaires collectifs comme associé à une activité dite « masculine ».

      En fait le e-sport est lié à la division genré dans le sport mais aussi dans le jeux vidéo. N'oublions pas par exemple qu'on parle de "Game Boy".

    1. anti-constitutional coup

      The Ink by Anand Giridharadas

      The handing over of the keys to the American Republic by a mendacious president to a megalomaniacal oligarch. Elon Musk is a wealthy private citizen who, relatively late in the game, happened to become a Trump supporter when he saw which way the wind was blowing. Now he has burrowed his way into the bowels of the federal government and is waging what can only be called an anti-constitutional coup.

    1. an anti-constitutional coup by billionare oligarchs

      The Ink by Anand Giridharadas

      The handing over of the keys to the American Republic by a mendacious president to a megalomaniacal oligarch. Elon Musk is a wealthy private citizen who, relatively late in the game, happened to become a Trump supporter when he saw which way the wind was blowing. Now he has burrowed his way into the bowels of the federal government and is waging what can only be called an anti-constitutional coup.

    1. Annotation #1

      Quote: "Institutions are the key to economic growth because they determine the incentives for savings, investment, and innovation."

      Thoughts: This quote is saying that it isn't just the amount that you invest but also the institutions that govern these investments that contribute to economic growth. In other words, it adds another layer to the Solow model we discussed in class, which is how capital investments are managed in an economy. According to North (1990), who received the Nobel Memorial Prize in Economics, institutions shape the rules of the game in society and significantly impact economic performance. While this aligns with our class discussion of the Solow growth model, which assumes that economies grow through capital accumulation and technological innovation, with each round of investment decreasing in value to economic growth, it supports the claim made in this article by suggesting that institutional frameworks govern how effectively these factors operate. Our discussion in class, working to answer the question of what are the sources of Singapore’s success also supports this idea. Based on the reasoning in this quote, one of the reasons for Singapore's economic growth is its pro-investment policies into education and medical institutions that prioritize long term benefits.

      Citation: North, D. C. (1990). Institutions, institutional change, and economic performance. Cambridge University Press.

      Annotation #2

      Quote: "Capital deepening alone cannot sustain long-term growth; technological innovation and institutional improvements are equally critical."

      Thoughts: This section elaborates on the idea that the Solow model doesn't account for the effectiveness of capital investments in economic growth, by suggesting that it's how this capital investment is used - to develop technology and invest in institutions that will provide long term benefits - that will ensure its effectiveness. This raises a question: How do institutions evolve to foster innovation in countries transitioning from low to high-income status? In class, we discussed a possible answer to the question about what are the sources of SGs economic development, with one possible answer being Singapore's investments into educational institutions that help to foster innovation. However, this led me to wonder if these strategies be applied in countries like Ghana, where institutional weaknesses impede economic progress, or does their success depend on specific historical and political contexts? Additionally, this also makes me want to understand if it might be impossible for some countries to have economic growth in the long term because of corruption that might prevent capital investments from being directed to institutions and technology. Would institutions be beneficial in prompting economic growth if the governing of the institution is corrupt?

      Annotation #3:

      Quote: "Geography is not destiny; countries with unfavorable geographic conditions can still achieve economic prosperity through sound policies and institutional reforms."

      Thoughts: Despite what teh article suggested about all three factors - culture, institutions, and geography - playing an important role in a countries' economic growth, this quote suggests that they can be substituted/made up for by one another. I found this quote extremely interesting since based on the geography theory Singapore should be poorer than many temperature regions solely because it has a tropical climate; however, this isn't true with SG being one of the wealthiest nations in the world. This made me realize that Singapore was able to overcome geographic disadvantages (limited land, no natural resources) through integration into global trade networks and institutional reforms, which is what made them grow economically. In other words, even if their geographic location gave them a disadvantage, their cultural values and institutions enabled them to overcome this. This also supports our discussion in class relating to our inquiry question - What are the sources of Singapore's economic development? - about how Singapore was able to grow rapidly by suggesting that because of its smart capital investments that resulted in growth following the Solow Model. The argument in this article, shown in this quote, challenged my previous assumption that most tropical regions were poorer on average compared to temperate regions because a nation must have all three factors - cultural values, institutions, and geography- for them to succeed with no exceptions.

    1. Having two fully made ads ready for class, Explain the thought process behind your ads competently and completely, Participating in the guessing game for classmates

      Blog post reflecting on how one contributed to cave pictograph/research done to make symbols.

      Creative/innovative

      Was Ad Correctly guessed by class

      Quality of writing/argument/presentation

    1. The sports industry capitalizes on women’s bodie

      This doesn't just happen in the sports industry, it's literally everywhere. Think any female character in any movie between the 80s-10s. Or anyone popular on social media. If you really want proof, look up "female video game characters"

    1. The current study is—to the best of our knowledge—the first to address the physiology of flow in a group context. We examined the physiological mechanisms related to the emergence of flow in three-person groups that worked under anonymous or identifiable conditions on a cooperative game. We examined whether CV reactivity and synchrony among group members predicted group-based flow and performance. In line with Hypothesis 1 we found a relationship between synchronization in PEP and self-reported flow. Moreover, in line with Hypothesis 2, both PEP reactivity and within-group synchronization in PEP were related to group performance. These effects were not found for other CV measures (CO most notably), and not further moderated by the extent to which group members were anonymous (vs. identifiable) during the task. In line with previous research we also found reliable relations between group identification, cohesion and flow in a group context (Mao et al., 2016; Zumeta et al., 2016). Finally—but importantly—synchronization in PEP mediated the relation between performance and flow. The current findings contribute to the literature by showing—for the first time—the role of flow in the relation between CV synchronization and performance in groups. This finding relates to recent work on synchrony in autonomic nervous system activation and the performance of groups and dyads. More specifically, the current results are in keeping with the work by Gordon et al. (2020) who showed how synchrony in heart rate enhanced group performance, as well as the work by Behrens et al. (2020) who showed how synchrony in skin conductance predicted the cooperative success of dyads. The current work extends this work not just by showing the role of subjectively experienced flow but also by isolating the role of a particular component of the autonomic nervous system, i.e., the sympathetic branch, which is at the CV level most directly indexed by PEP.

      The first two paragraphs of the Discussion give an overview of the experiment, the most important findings, and their major interpretation.

      "This is what we did, this is why we did it, this is what we found, this is what we think it means"

    1. Steven Spielberg. Catch Me If You Can. December 2002. URL: https://www.imdb.com/title/tt0264464/.

      The movie in this web page- -Catch Me if You Can is a story about the hero who uses fake checks to cheat millions of dollars. The FBI is obsessed with chasing the hero, but the hero enjoys the chase game on the run. The film delves into the delicate relationship between identity, deception, and law enforcement. It implies the existence of advanced fraud and reminds the public to be careful about being defrauded.

    1. What factors would contribute to its acceptability?

      Showing both graphs, then arguing (if the writer wants to) that zooming, the 2-miles-per-hour decrease from 2012 to 2013 is more significant to the game result (if it is, which would probably need to be supported by more data, such as comparing average knuckleball velocities across different players and different — especially opposing — teams) than it looks from afar.

    1. Is that really amodel?The answer is yes. A model, after all, is nothing more than an abstractrepresentation of some process, be it a baseball game, an oil company’ssupply chain, a foreign government’s actions, or a movie theater’sattendance. Whether it’s running in a computer program or in our head,the model takes what we know and uses it to predict responses in varioussituations. All of us carry thousands of models in our heads. They tell uswhat to expect, and they guide our decisions

      I think people have high expectations for 'models' or 'tools' thinking they are all validated and rigorously tested, when in fact, few are.

    1. Summary of DevTools FM Podcast with Juan Capa on Membrane.io

      Introduction and Background

      • Juan Capa is the creator of Membrane.io, a still-in-development platform for simplifying API automation and internal tooling.

      "Juan is the creator of membrane.io, a still-on-development platform for simplifying API Automation and internal tooling."_

      • He has a background in game development, having spent over a decade working on console, mobile, and web games.

      "I have a background in game development. I spent about 10 years a little bit more than 10 years working in game development."_

      • Worked at Vercel on the CDN team after being hired through Twitter, then briefly returned to Zynga before joining Mighty under a program that allowed him to work part-time on Membrane.

      "I saw a tweet by Guillermo Rauch ... He hired me to work for Vercel ... I spent two years there as the lead in the CDN team."_

      "Then I guess my last last thing I did was join Mighty ... working on my startup but also working three days for them."_

      • Now focusing on Membrane full-time and looking to onboard users soon.

      "So yeah now I'm a member in 100 and yeah hoping that I can show to the world and onboard some users in the coming week or two."_

      Membrane: Concept and Vision

      • Membrane was inspired by game engines, where every entity is programmable and data is universally accessible.

      "In game development, you’re dealing with this Engine with this universe, and this universe is completely programmable."_

      • Aimed at simplifying API automation and small-scale applications, particularly for personal automation.

      "It’s a place to write programs to build personal automation ... optimized for personal automation programs."_

      • Membrane provides an abstraction over APIs, allowing users to interact with data and automate workflows through a graph-based system.

      "The key to Membrane is this whole concept of a graph that is the main thing that programs use to manipulate the world."_

      • Designed to be highly accessible by integrating with Visual Studio Code and leveraging JavaScript/TypeScript.

      "The entire thing is built inside of Visual Studio Code ... The most used IDE is Visual Studio Code and the most used language is JavaScript."_

      Durability & Orthogonal Persistence

      • Membrane implements "orthogonal persistence," ensuring program state is always durable.

      "I decided to start building what is sometimes called orthogonal persistence, which is this concept of a durable program."_

      • Every Membrane program is an SQLite database, meaning all messages, state, and execution history are stored persistently.

      "Every member program is actually just one SQLite database."_

      • Programs execute with an event-sourcing model, where all inputs and outputs are first logged in SQLite before execution.

      "Every message that it receives, it first goes in the database and then it's processed."_

      • Uses Linux’s soft dirty pages for memory tracking, making it highly efficient in persisting only changed memory states.

      "I use quickjs ... and there’s a constant in the Linux kernel called Soft Dirty Pages ... only serialize the pages that actually change."_

      • Future improvements include optimizing serialization using WebAssembly’s linear memory model.

      "I’m saving more data than I should, so there’s even more optimizations I can do."_

      Observability & Debugging

      • Membrane prioritizes perfect observability, logging every event to enable full program introspection and debugging.

      "If it’s not in the logs, it didn’t happen."_

      • Allows time-travel debugging, replaying past states and executions.

      "You can go back to when that message was received and then run the code that was available back then."_

      • Aims to support snapshot-based time travel for enhanced debugging.

      "The first version I’m gonna have of that type of time travel is going to be with a snapshot that is taken every hour."_

      Membrane’s Graph Model

      • Membrane’s "graph" serves as a type-safe, unified interface for APIs.

      "Everything is a node, which you can think of as an object or a scalar (string, number, JSON type)."_

      • Drivers enable API connectivity, converting external APIs into Membrane’s schema and providing a consistent interface.

      "The GitHub driver has a schema ... basically it mirrors the GitHub API as a Membrane schema."_

      • Pagination is abstracted away, making API traversal seamless.

      "With Membrane, you have this object that’s a one-page, and a page has a reference to the next page."_

      • Users can mount different programs' graphs into their own, dynamically expanding their automation environment.

      "Your graph is basically the combination of all the graphs of all your programs."_

      Chrome Extension & API Interfacing

      • Membrane includes a Chrome extension that recognizes API entities on webpages.

      "What it does is it asks Membrane, ‘Hey, do any of the programs under Juan’s account recognize anything on this page?’"_

      • Future improvements will allow automatic driver installation when encountering unrecognized APIs.

      "Eventually, I can just offer you the option to install that driver with a click from the Chrome extension."_

      • Currently requires users to provide their own API keys, but OAuth-based authentication is planned.

      "Right now, you have to bring your own keys."_

      Cron & Automation Features

      • Membrane features built-in cron-like timers, which are stored in SQLite and visualized in the UI.

      "The SQLite database has a table called timers, and that table holds all scheduled actions."_

      • Users can visually track when timers will execute and manually trigger actions for testing.

      "From Visual Studio Code, you can just hover on each timer and see how long until it fires."_

      • Logs every timer execution, ensuring full transparency in automation workflows.

      "If it’s not in the logs, it didn’t happen."_

      Potential for Expansion & Future Vision

      • Membrane’s approach is inspired by game development tooling, where objects and behaviors are always inspectable.

      "In game engines, you’re dealing with objects where you can see all their properties and control them."_

      • Aims to provide a seamless developer experience, where APIs become interactable entities without custom adapters.

      "If you wanted to automate something with Twitter, you shouldn’t have to pre-install a driver."_

      • Exploring self-hosting and open-source models to improve privacy and decentralization.

      "Self-hosting membrane is going to be a thing ... I think I want to make it open-source."_

      • Could enable mobile implementations, particularly for interacting with on-device automation.

      "You could just access your Membrane graph from your phone."_

      • Possibility of auto-generating API drivers from HAR files or OpenAPI specs.

      "There are ways to generate API specs from network traffic ... from that API spec, you can generate the driver."_

      Conclusion

      • Membrane is a powerful tool aimed at making personal automation and API interaction seamless, leveraging game engine principles for maximum programmability.
      • It provides persistent execution, deep observability, and a graph-based API abstraction layer that simplifies working with external services.
      • With a focus on usability, it integrates tightly with VS Code and JavaScript while also offering innovative features like event sourcing, time travel debugging, and drag-and-drop API connections.
      • The future of Membrane includes open-source possibilities, mobile integrations, and potentially eliminating the need for manually defining API adapters.
      • It represents a new paradigm in developer tooling, where programs are durable, transparent, and universally programmable.
    1. Some of you might have heard the phrase “corporations don’t want to make money, they want to make all the money” (I think I heard it first from James Stephanie Sterling talking about video game publishers).

      Useful quote "corporations don’t want to make money, they want to make all the money".

    1. In many ways, being critical is easier than being generative. Our society values criticism much more than it does creation, constantly engaging us in judging and analyzing rather than generating and creating things. It’s also easy to provide vague, high level critical feedback like “Yeah, it’s good” or “Not great, could be improved”. This type of critique sounds like feedback, but it’s not particularly constructive feedback, leading to alternatives or new insights.

      I completely agree with the article’s perspective that criticizing is often easier than creating. Our society places more emphasis on analysis and judgment rather than encouraging people to innovate, making it harder to come up with new ideas. I’ve experienced this while playing games—during post-game reviews, it's easy for us to point out each person's mistakes and what they should have done differently. However, when someone asks how we could have won the game, everyone suddenly falls silent.

    1. In some localities visitadoras also worked as community organizers. In rural Pernambuco the model for community organization, before the pen­etration of the military presence into every nook and cranny of social life, was Paulo Freire' s method of conscientiza{ao (critical consciousness) through literacy training (see Freire 1970, 1973). And so my evenings were often spent in small "cultural circles," as they were called, where by the light of smoky and flickering kerosene lamps, residents and squatters of the Alto learned to read while simultaneously organizing around the founding of a shantytown association, which was known by the acronym UPAC (Uniao para o Progresso do Alto do Cruzeiro, or the Union for the Progress of the Alto do Cruzeiro). I served as a founding member and orientadora politica of UPAC, and I worked with members in the collective construction of a headquarters for "local action," a child care center that also served at nights and on weekends when the creche was closed as an adult literacy school, a game room, a dance hall, a house of Afro-Brazilian spiritism, and a large meeting room for the boisterous "general assemblies" of the shantytown association. Often I groped blindly to understand and act within a context of radical, sometimes opaque, cultural difference as well as within a situation of economic misery and political repression in which my own country playe&a contributing and supporting role.

      The function of visitadoras as community organizer is discussed in this section, especially in rural Pernambuco, where Paulo Freire's literacy-based approach to conscientização (critical consciousness) was a pioneering paradigm prior to military intrusion encroaching on social life. in the course of establishing the União para o Progresso do Alto do Cruzeiro (UPAC), a grassroots organization that addresses local needs the authority describes evenings spent in cultural circles which are an important part of Freire's teaching and where Alto inhabitants and squatters learnt to read. As an orientadora politica and founder member the author contributed to the creation of UPAC's headquarters, a multipurpose venue that serves as an Afro-Brazilian spiritist home, gaming room, dance hall, adult literacy school, child care center, and gathering spot for the associations vibrant general meetings.

  9. Jan 2025
    1. the concept of the natural was moreclosely associated with Native and white immigrant athletes. “The Indian is agreat natural athlete,” the syndicated sportswriter Grantland Rice wrote in acolumn on the Sac and Fox multisport athlete Jim Thorpe. “Given the samechance, he has the white man lashed to the post. His heritage is all outdoors.His reflexes are sharp. He takes the game—in fact every form of life—as itcomes to him.

      This is so incredibly embedded in ideas of colonial domination of Indigenous people–as a game. The presentation of black and indigenous athletes using language that conjures up imagines of them as animals, or primal, as less human. Incredibly sad to think how long lasting these perceptions are in society still today.

    2. Base Ball has ‘followed the flag,’” he wrotein 1911. “It has followed the flag to Alaska, where, under the midnight sun,it is played on Arctic ice. It has followed the flag to the Hawaiian Islands, andat once supplanted every other form of athletics in popularity. It has followedthe flag to the Philippines, to Porto Rico and to Cuba, and wherever a shipfloating the Stars and Stripes finds anchorage to-day, somewhere on nearbyshore the American National Game is in progress.

      This expert is really powerful. Considering the imposition of sport as evidence or celebration of conquest marks just how powerful sport is. A display of victory by asserting sport also invokes the ideas of the "civilizing mission" that the American imperialists brought proper sports to the places they colonized. Also interesting to consider how colonists imported cultural products into their colonies to make themselves feel more comfortable.

    3. pragmatic, entrepreneurialfeminist gesture, a gesture that the male sports fan could support with hiseyeballing

      I often hear men who discuss women's sports talk about them in 2 ways. First, if they are around other women, by underscoring that their act of watching women's sports made them more feminist and second by highlighting physically attractive features about certain players or moments of a game. Of course there is also a very overt use of "masculine" adjectives to describe female athletes perceived as acting more competitive such as (beast, monster, or demon).

    Annotators

  10. learn-us-east-1-prod-fleet02-xythos.content.blackboardcdn.com learn-us-east-1-prod-fleet02-xythos.content.blackboardcdn.com
    1. Rhetoric: The Game (group game text + 1,500 word rationale + presentation + 500 wordreflection) (40%

      I'm excited for this but also a bit worried due to the high stakes of the assignment!

    1. When saying ‘eeny, meeny, miny, moe’, have you ever felt like you were kind of counting? Well, you are – in Celtic numbers, chewed up over time but recognisably descended from the ones rural Britishers used when counting animals and playing games. ‘Hickory, dickory, dock’ – what in the world do those words mean? Well, here’s a clue: hovera, dovera, dick were eight, nine and ten in that same Celtic counting list.

      Wow, I never knew that this was a thing, who knew we were using Celtic numbers without us realizing it? Like it said in the text it sounds like a game to us but everything comes from the root of a language or word, so i think its amazing how words like that evolve into a different meaning overtime.

    1. interests that may seem irrelevant to the position: golfing for business jobs, video game play for software design jobs, and blogging for PR jobs have little direct bearing on your professional training.

      7.4

    1. My first experience with WoW was like stepping into another world of excitement and adventure. It was a video game world, but they made it so realistic that it was like living another life, a more exciting life. My life was getting more and more depressing at that point, and WoW would fill in the void. It felt refreshing and relieving. I was only able to play it for a few hours for my first session. It was all I would think about when I wasn’t able to play it.

      This mirrors the way I immersed in fantasy when I was growing up- a world where I could live vicariously through powerful, perfect, adored characters with full identities and exciting lives, while reality felt confusing, scary, and humiliating. I feel like Elliot and I had a similar problem understanding how to navigate the world enough to get an outcome that made us feel seen or adored- so the NPD manifested through fantasy.

    1. Work on Rhetoric: The Game

      I am looking forward to doing this project. It seems like something I have never done in class before so I am looking forward to it.

    1. Quantitative Observation

      I annotated this as a whole for quantitative observations. Lets say I go down the path of social media and game attendance, I could observe by keep a tally sheet or check list for social media posts. A check list could be helpful for likes, comments, shares, ect. Keep track to see if the post are getting the attention they need and driving people to the event.

    2. How will you collect the data? How will you choose the participants for your study? What will be the scope of the study and how long will it last? What will be your role as an action researcher throughout the investigation? How will you ensure soundness of the data you plan to collect?

      I chose this section to reflect on what type of methods and strategies I have been brainstorming throughout my reading. If I were to go forward with the question of why do students attend the events they do and what is bringing them in? If I were to study this right now, I could potentially go to a basketball game and a baseball game. I'm unsure if that would be entirely accurate considering the time of year, but it is an idea. The students at the games already would be the participants. To get data I could ask resources around me who potentially keep track of data.

    3. Choose the issue that you are most passionate about.

      I'm a very passionate person, but I'm only passionate of certain things. Football is one of them, if is not the most important thing then I would've never tried to be the best at it. Beside not only I'll find an issue in my game I would help other be the best at theirs. What I mean is anyone that is passionate about something would always try to find issue and perfect them.

    1. (such as a powerful player finding a weak player and repeatedly killing the weak player the instant they respawn),

      I have experienced this in online gaming where I or a teammate is not as good as other advanced players, so other teams or players among us decide to only attack the weaker player repeatedly. This often leads me to be frustrated, to get off the game, or to restart with other players. This also happens over the microphone with other players who are intentionally rude to try and provoke me or other players.

    1. It is publicly known that trade with our neighbor countries is beginning to be of small request, the game seldom answering the merchants’ adventure. And foreign states either have already or at this present time are preparing to enrich themselves with wool and cloth of their own which they heretofore borrowed of us, which purpose of theirs is now being achieved in France as it already has been done in Spain and Italy. Therefore we must of necessity forgo our great showing if we do not wish to prepare a place fit for the vent of our wares and so set our mariners to work, who daily run to serve foreign nations for want of employment and cannot be restrained by any law when necessity forces them to serve in the hire of a stranger rather than to serve at home.

      This is an interesting bit of insight as to an English perspective on their changing state in trade influence, and by extension, degree in power and wealth. It was stated earlier that England was late to the game when it comes to pushing out into the west; without context, one could infer that it was largely in response to these effects that Britain decided to take action and establish colonies in the Americas.

    1. he interaction model of communication describes communication as a process in which participants alternate positions as sender and receiver and generate meaning by sending messages and receiving feedback within physical and psychological contexts (Schramm, 1997). Rather than illustrating communication as a linear, one-way process, the interaction model incorporates feedback, which makes communication a more interactive, two-way process. Feedback includes messages sent in response to other messages. For example, your instructor may respond to a point you raise during class discussion or you may point to the sofa when your roommate asks you where the remote control is. The inclusion of a feedback loop also leads to a more complex understanding of the roles of participants in a communication encounter. Rather than having one sender, one message, and one receiver, this model has two sender-receivers who exchange messages. Each participant alternates roles as sender and receiver in order to keep a communication encounter going. Although this seems like a perceptible and deliberate process, we alternate between the roles of sender and receiver very quickly and often without conscious thought.

      This paragraph about interaction model of communication is very interesting how interactions with people can be completely different. I can point to one of my children where the dirty plates needs to go but I would need to explain to another where it needs to go. Also I can have a conversation to my oldest child about a video game we both play and he would understand what I'm trying to explain . How ever my father wouldn't have a clue. It goes to show you how interactions with people about the same thing can be very different.

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      I’ve been exploring OLG's website, and one standout feature is its straightforward and consistent navigation menu. This design choice makes it easy for users to find what they’re looking for, no matter which page they’re on. For users with cognitive disabilities, this consistency is especially helpful, as it provides a predictable structure that reduces confusion and makes the browsing experience smoother. It’s a great example of how accessible design can enhance user experience for everyone.

    2. Search Top Games Online Lotto Watch N' Win Daily All Game

      I noticed that OLG’s website does a great job with its forms. Each input field is clearly labeled and associated with its corresponding label, which is essential for a smooth user experience. This design choice is especially helpful for users with cognitive disabilities and those who rely on assistive technologies. By ensuring that forms are easy to navigate, OLG makes it much more accessible for everyone to interact with their site. It's a thoughtful detail that improves usability across the board.

    1. Hamish Telford, a political scientist at the University of the Fraser Valley, says Canadians are witnessing a careful game of political calculus.

      Bad Practice: Overuse of Complex Language

      While the language might be appropriate for a general audience, using simpler language or providing context for terms like "political calculus" could improve accessibility for readers with cognitive disabilities or those whose first language is not English. I'd recommend a syllabus at the bottom of the page.

    1. A mysterious peddler on one of the lower levels holds a talisman needed to get into the highest chamber. You must have it with you while you stand on a special spot that is hidden in the patterning of the floor. If you forget to get it, you must retrace your steps through many perils. The game is like a treasure hunt in which a chain of discoveries acts as a kind of Ariadne’s thread to lead you through the maze to the treasure at the center. (11)

      It's interesting how a maze-based story game requires the reader/player to follow a specific order of events to progress through the story/game; if not, they must retrace their steps to see what details they may have missed.

    1. Once people recognize that the meth-ods can have such a profound impact, they need to decide if, when, and how they will use them

      [C] This makes me think about the game we played where it took towards the last two bonus rounds for player to realize that they might have wanted to build trust in an earlier round so that they could decieve them later and gain more points.

    1. At home, we can "r*i. ,u"r.o spaces: tt-,. t it.rt"n, the dining room' we can make ourcars .,device-fiee zones

      Something that my friends and i started doing is whenever we are together playing a game or doing somehting we put our phones on the table and whoever touched their phone first lost

    1. Rules forbidding killing fellow humans are regulative because the capacity to kill exists before the rule.

      The comparison of this quote to a game of chess helps bring a better understanding of what John Searle's construction of social reality and how we are different than animals. A set of rules must be established in order to show that we are different than animals and that we can use this to create self-control.

    1. Reviewer #3 (Public review):

      In this paper, the authors use a three-phase economic game to examine the tendency to engage in prosocial versus competitive exchanges with three anonymous partners. In particular, they consider individual differences in the tendency to infer about others' tendencies based on one's preferences and to update one's preferences based on observations of others' behavior. The study includes a sample of individuals diagnosed with borderline personality disorder and a matched sample of psychiatrically healthy control participants.

      On the whole, the experimental design is well-suited to the questions and the computational model analyses are thorough, including modern model-fitting procedures. I particularly appreciated the clear exposition regarding model parameterization and the descriptive Table 2 for qualitative model comparison. My broad question about the experiment (in terms of its clinical and cognitive process relevance): Does the task encourage competition or give participants a reason to take advantage of others? I don't think it does, so it would be useful to clarify the normative account for prosociality in the introduction (e.g., some of Robin Dunbar's work).

      The finding that individuals with BPD do not engage in self-other generalization on this task of social intentions is novel and potentially clinically relevant. The authors find that BPD participants' tendency to be prosocial when splitting points with a partner does not transfer into their expectations of how a partner will treat them in a task where they are the passive recipient of points chosen by the partner. In the discussion, the authors reasonably focus on model differences between groups (Bayesian model comparison), yet I thought this finding -- BPD participants not assuming prosocial tendencies in phase 2 while CON participant did -- merited greater attention. Although the BPD group was close to 0 on the \beta prior in Phase 2, their difference from CON is still in the direction of being more mistrustful (or at least not assuming prosociality). This may line up with broader clinical literature on mistrustfulness and attributions of malevolence in the BPD literature (e.g., a 1992 paper by Nigg et al. in Journal of Abnormal Psychology). My broad point is to consider further the Phase 2 findings in terms of the clinical interpretation of the shift in \beta relative to controls.

      On the conceptual level, I had two additional concerns. First, the authors note that they have "proposed a theory with testable predictions" (p. 4 but also elsewhere) but they do not state any clear predictions in the introduction, nor do they consider what sort of patterns will be observed in the BPD group in view of extant clinical and computational literature. Rather, the paper seems to be somewhat exploratory, largely looking at group differences (BPD vs. CON) on all of the shared computational parameters and additional indices such as belief updating and reaction times. Given this, I would suggest that the authors make stronger connections between extant research on intention representation in BPD and their framework (model and paradigm). In particular, the authors do not address related findings from Ereira (2020) and Story (2024) finding that in a false belief task that BPD participants *overgeneralize* from self to other. A critical comparison of this work to the present study, including an examination of the two tasks differ in the processes they measure, is important.

      In addition, perhaps it is fairer to note more explicitly the exploratory nature of this work. Although the analyses are thorough, many of them are not argued for a priori (e.g., rate of belief updating in Figure 2C) and the reader amasses many individual findings that need to by synthesized.

      Second, in the discussion, the authors are too quick to generalize to broad clinical phenomena in BPD that are not directly connected to the task at hand. For example, on p. 22: "Those with a diagnosis of BPD also show reduced permeability in generalising from other to self. While prior research has predominantly focused on how those with BPD use information to form impressions, it has not typically examined whether these impressions affect the self." Here, it's not self-representation per se (typically, identity or one's view of oneself), but instead cooperation and prosocial tendencies in an economic context. It is important to clarify what clinical phenomena may be closely related to the task and which are more distal and perhaps should not be approached here.

      On a more technical level, I had two primary concerns. First, although the authors consider alternative models within a hierarchical Bayesian framework, some challenges arise when one analyzes parameter estimates fit separately to two groups, particularly when the best-fitting model is not shared. In particular, although the authors conduct a model confusion analysis, they do not as far I could tell (and apologies if I missed it) demonstrate that the dynamics of one model are nested within the other. Given that M4 has free parameters governing the expectations on the absolute and relative reward preferences in Phase 2, is it necessarily the case that the shared parameters between M1 and M4 can be interpreted on the same scale? Relatedly, group-specific model fitting has virtues when believes there to be two distinct populations, but there is also a risk of overfitting potentially irrelevant sample characteristics when parameters are fit group by group.

      To resolve these issues, I saw one straightforward solution (though in modeling, my experience is that what seems straightforward on first glance may not be so upon further investigation). M1 assumes that participants' own preferences (posterior central tendency) in Phase 1 directly transfer to priors in Phase 2, but presumably the degree of transfer could vary somewhat without meriting an entirely new model (i.e., the authors currently place this question in terms of model selection, not within-model parameter variation). I would suggest that the authors consider a model parameterization fit to the full dataset (both groups) that contains free parameters capturing the *deviations* in the priors relative to the preceding phase's posterior. That is, the free parameters $\bar{\alpha}_{par}^m$ and $\bar{\beta}_{par}^m$ govern the central tendency of the Phase 2 prior parameter distributions directly, but could be reparametrized as deviations from Phase 1 $\theta^m_{ppt}$ parameters in an additive form. This allows for a single model to be fit all participants that encompasses the dynamics of interest such that between-group parameter comparisons are not biased by the strong assumptions imposed by M1 (that phase 1 preferences and phase 2 observations directly transfer to priors). In the case of controls, we would expect these deviation parameters to be centred on 0 insofar as the current M1 fit them best, whereas for BPD participants should have significant deviations from earlier-phase posteriors (e.g., the shift in \beta toward prior neutrality in phase 2 compared to one's own prosociality in phase 1). I think it's still valid for the authors to argue for stronger model constraints for Bayesian model comparison, as they do now, but inferences regarding parameter estimates should ideally be based on a model that can encompass the full dynamics of the entire sample, with simpler dynamics (like posterior -> prior transfer) being captured by near-zero parameter estimates.

      My second concern pertains to the psychometric individual difference analyses. These were not clearly justified in the introduction, though I agree that they could offer potentially meaningful insight into which scales may be most related to model parameters of interest. So, perhaps these should be earmarked as exploratory and/or more clearly argued for. Crucially, however, these analyses appear to have been conducted on the full sample without considering the group structure. Indeed, many of the scales on which there are sizable group differences are also those that show correlations with psychometric scales. So, in essence, it is unclear whether most of these analyses are simply recapitulating the between-group tests reported earlier in the paper or offer additional insights. I think it's hard to have one's cake and eat it, too, in this regard and would suggest the authors review Preacher et al. 2005, Psychological Methods for additional detail. One solution might be to always include group as a binary covariate in the symptom dimension-parameter analyses, essentially partialing the correlations for group status. I remain skeptical regarding whether there is additional signal in these analyses, but such controls could convince the reader. Nevertheless, without such adjustments, I would caution against any transdiagnostic interpretations such as this one in the Highlights: "Higher reported childhood trauma, paranoia, and poorer trait mentalizing all diminish other-to-self information transfer irrespective of diagnosis." Since many of these analyses relate to scales on which the groups differ, the transdiagnostic relevance remains to be demonstrated.

    1. Rather than waiting for perfect miniaturization, the optimal strategy might involve what I’ll call “hiding in the future”: using relativistic travel to explore vast distances while experiencing only years of subjective time. This isn’t exactly unprecedented, as it has a parallel with biological preservation strategies we see on Earth. Just as bears hibernate to survive winter and tardigrades enter cryptobiosis to endure extreme conditions, relativistic travelers could effectively “hibernate” through dangerous periods of their civilization’s development by being unreachable to others while fighting entropy via time dilation.

      this is a brilliant idea

    1. Lyrics Love, love, love Love, love, love Love, love, love There's nothing you can do that can't be done Nothing you can sing that can't be sung Nothing you can say, but you can learn How to play the game It's easy Nothing you can make that can't be made No one you can save that can't be saved Nothing you can do, but you can learn How to be you in time It's easy All you need is love All you need is love All you need is love, love Love is all you need Love, love, love Love, love, love Love, love, love All you need is love All you need is love All you need is love, love Love is all you need Nothing you can know that isn't known Nothing you can see that isn't shown There's nowhere you can be that isn't where You're meant to be It's easy All you need is love All you need is love All you need is love, love Love is all you need All you need is love (all together now!) All you need is love (everybody!) All you need is love, love Love is all you need Love is all you need (love is all you need) Love is all you need (love is all you need) Love is all you need (love is all you need) Love is all you need (love is all you need) Love is all you need (love is all you need) Love is all you need (love is all you need) Love is all you need (love is all you need) Love is all you need (love is all you need) Love is all you need (love is all you need) Love is all you need (love is all you need) Love is all you need (love is all you need) (Love is all you need) Love is all you need (love is all you need) Yesterday (love is all you need) Oh (love is all you need) (Love is all you need) (Love is all you need) Source: Musixmatch Songwriters: Paul Mccartney / John Lennon All You Need Is Love lyrics © Sony/atv Tunes Llc, Shapiro Bernstein & Co Inc, Mpl Communications Inc

    1. With windlasses and with assays of bias,

      "Windlasses" is an apparatus for moving heavy weights. And 'assays of bias" is a metaphor from the game of bowls where the bowl, by a circular movement, is made to reach the "queen," instead of by a direct line. So this line seems to be communicating some alternate form of achieving or an indirect route to ones desired goal.

    1. For millions of Americans, from Syracuse, N.Y., to Berkley, Calif., and everywhere in between, college football is a tether to camaraderie and shared experiences of joy and pain.

      i agree with this because no matter where you go someone is talking about last night's game with a stranger while they wait in line. Its a easy way for people to connect to each other

    2. And I’ve met people from across the country and around the world — people in Singapore and Australia who wake up at 2 a.m. to watch a game taking place 14 hours away — who feel very much the same, and find changes to the game as it’s played now life altering.

      sports are important because they bring people together

    3. requires millions of dollars in investment

      While anything needs funding, not everything, especially football, needs millions, it's a little excessive. With everything going on around us, one would think we would have more compassion and empathy for those who are, for example, homeless or hungry. Instead lets sponsor a football team whose players make thousands if not millions of dollars for one game. Football teams don't have to have top of the line equipment or spend on things that they don't need. Not everything needs replaced every game or every year.

    4. College football will not make me spiritually fulfilled or morally superior. But it can, and does, make me happy.

      I personally relate to this. Knowing that their is a good football game helps me get through the week. When I watch the games it gives me a feeling of joy and happiness almost like a kid on their birthday.

    5. And I’ve met people from across the country and around the world — people in Singapore and Australia who wake up at 2 a.m. to watch a game taking place 14 hours away — who feel very much the same, and find changes to the game as it’s played now life altering.

      A sense of community that is often sought out

    1. example of a high-context exchange. If you and your friends have a routine of watching football every Sunday, saying “I’ll see you guys this weekend for the game” implies that the “when” and “where” of the game is so ingrained that it does not need to be explicitly stated.

      High-context example

    1. Reviewer #1 (Public review):

      Summary:

      Bowler et al. present a thoroughly tested system for modularized behavioral control of navigation-based experiments, particularly suited for pairing with 2-photon imaging but applicable to a variety of techniques. This system, which they name behaviorMate, represents an important methodological contribution to the field of behavioral and systems neuroscience. As the authors note, behavioral control paradigms vary widely across laboratories in terms of hardware and software utilized and often require specialized technical knowledge to make changes to these systems. Having a standardized, easy to implement, and flexible system that can be used by many groups is therefore highly desirable.

      Strengths:

      The present manuscript provides compelling evidence of the functionality and applicability of behaviorMate. The authors report benchmark tests for high-fidelity, real-time update speed between the animal's movement and the behavioral control, on both the treadmill-based and virtual reality (VR) setups. The VR system relies on Unity, a common game development engine, but implements all scene generation and customizability in the authors' behaviorMate and VRMate software, which circumvents the need for users to program task logic in C# in Unity. Further, the authors nicely demonstrate and quantify reliable hippocampal place cell coding in both setups, using synchronized 2-photon imaging. This place cell characterization also provides a concrete comparison between the place cell properties observed in treadmill-based navigation vs. visual VR in a single study, which itself is a valuable contribution to the field.

      Weaknesses: None noted.

      Documentation for installing and operating behaviorMate is available via the authors' lab website and Github, linked in the manuscript.

      The authors have addressed all of my requests for clarification from the previous round of review. This work will be of great interest to systems neuroscientists looking to integrate flexible head-fixed behavioral control with neural data acquisition.

    1. • Grammar Game     Games like the Supermarket Alphabet Game described in this chapter are used in the Audio-Lingual Method. The games are designed to get students to practice a grammar point within a context. Students are able to express themselves, although in a limited way. Notice there is also a lot of repetition in this game.

      Another game I think that you could possibly add to this lesson is charades where the students or teacher can act out the actions and the other students can try to guess what they are doing. This game will encourage active participation it will help students learn the new language through motion and action.

  11. social-media-ethics-automation.github.io social-media-ethics-automation.github.io
    1. The social media platform X (Twitter), claimed that there were record breaking traffic numbers for the 2024 super bowl game. However, with further cybersecurity research they found that 75% of the traffic X had posted about was fake and other social media platforms showed much lower rates. CHEQ's data had also shown that 32% of X's visitors were bots. Elon Musk now faces advertisement concerns over recent comments and poses as future challenges.

    1. The order built on the basis of the Leader-Arbiter mechanism leads to the personification ofpower. This mechanism of rule has made it easier to carry out market reforms and to resolveconflicts between influential groups. At the same time, however, it has become a seriousobstacle to developing solid democratic institutions and transparent politics, leading to theformation of networks of informal ties and “shadow rules of the game” rather than a politicalsystem based on clear rules and the separation of powers

      The leader-arbiter mechanism in Russia helped with the reforms but hindered how democratic institutions could develop. Relying on "shadow rules" led to informal networks rather than policy. This undermined democratic progress and instead enforced authoritarian practices. This segment tells us that political reform was difficult but for a number of reasons. One of which is the informal networking but another was the internal divisions that this caused within the elite.

    1. The artist strives not to collect the most toys, rack up virtual kills or race to the jackpot square but simply to be in the game, map its corners, make time stretch — and maybe figure out a way to hack this world, change the rules and free us all. For victory is just a blip. The best games never end.

      Finding out everything about the world... no thats not right. The artist makes art in order to understand their own exsisatnce, not to rack up points. Maybe i should follow this way. This clever analogy from C. Thu Nguyen.

    1. On the other hand, some bots are made with the intention of harming, countering, or deceiving others. For example, people use bots to spam advertisements at people. You can use bots as a way of buying fake followers [c8], or making fake crowds that appear to support a cause (called Astroturfing [c9]). As one example, in 2016, Rian Johnson, who was in the middle of directing Star Wars: The Last Jedi, got bombarded by tweets that all originated in Russia (likely making at least some use of bots).

      I've had my experiences with antagonistic bots. In high school, a few of my friends would use Kahoot bots to overflow the number of students who joined the Kahoot game. There was this website where you would give the Kahoot game code and the bots would join by themselves.

    1. MDA: Using the mechanics-dynamics-aesthetics model of game development, design-ers create aesthetic models for various types of gameplay. Aesthetics don’t refer to thelooks of the game but rather the emotional response the designer and developmentteam hope to evoke in the players through the game dynamics. If mechanics are therules and dynamics are the play of the game, then aesthetics are typically the fun (orlack thereof) experienced by playing. Designers ask themselves which aesthetic theyhope to achieve, define the dynamics that would lead to this feeling, and then create themechanics to produce the desired dynamics.

      MDA in gaming

    2. An activity with rules. It is a form of play oftenbut not always involving conflict, either with other players, with the game system itself, orwith randomness/fate/luck. Most games have goals, but not all (for example, The Sims andSimCity). Most games have defined start and end points, but not all (for example, World ofWarcraft and Dungeons & Dragons). Most games involve decision making on the part of theplayers, but not all (for example, Candy Land and Chutes and Ladders). A video game is agame (as defined above) that uses a digital video screen of some kind, in some way.”

      what is a video game

    3. Yet its rules, simple as they are, allow for a depth of strategy so great that itis still played heavily today

      What keeps people playing a game

    1. One of the best sources of information in the game world is the game itself. Game state can be transcribed into text so that a SLM can reason about the game world

      What is the mapping between the Game World and the Real world?

    2. to incorporate ACE autonomous game characters into their titles.

      So, would all autonomous game characters have the same strategies and personalities that arise from NVIDIA implementation, regardless of the game or platform? Interesting.

    1. 1/19/25 Chapter 10 READING: Wrapping and Taping Techniques

      I am excited to learn how to tape because before every soccer practice and game I have to get my ankle taped.

    1. Before electronic computers were generally available, when scientists wanted the results of some calculations, they sometimes hired “computers” [b114], which were people trained to perform the calculations.

      This concept reminds me of an interesting plot in《Three Body Problem》, where, in the three-body-problem visual game, a simplified "human computer" is described: assuming there are three people facing to each other, holding either red or white light, if a person see both the others hold white light, he would hold the white light as well; otherwise he would hold the red light. This game happens to represent the binary system in computer.

    1. Some platforms are used for sharing text and pictures (e.g., Facebook, Twitter, LinkedIn, WeChat, Weibo, QQ), some for sharing video (e.g., Youtube, TickTock), some for sharing audio (e.g., Clubhouse), some for sharing fanfiction (e.g., Fanfiction.net, AO3), some for gathering and sharing knowledge (e.g., Wikipedia, Quora, StackOverflow), some for sharing erotic content (e.g, OnlyFans).

      I think some games could also be regarded as social media. For instance, I used to play Game for Peace, which is a mobile shooting game in China. In this application, players need to team up and work together to survive in the last. Therefore, discussions and communications are very frequent in this game. Sometimes, the interpersonal relationship is beyond teammates. Some people use this game to find a girlfriend or a boyfriend, and some players could make money by selling their services to other players. So I think some gaming platforms should also be included as a kind of social media.

    1. Games are a natural way to allow students to fail in a safe way, learn from failures and try again until they succeed. Some games, like Burnout Paradise* make failure fun. In the game, players can crash their cars – and the more spectacular the crash, the higher the points. This allows players to essentially learn from their mistakes, correct them and try again. The late video game theorist and author Jesper Juul wrote in his book, “The Art of Failure,” that losing in video games is part of what makes games so engaging. Failing in a game makes the player feel inadequate, yet the player can immediately redeem themselves and improve their skills.

      Failure in video games not only brings a challenge to make videogame's more fun but difficulty can also teach people to make new strategies or make important decisions in said video game that can also improve real life skills.

    2. The use of video games in the classroom is nothing new. Many people who went to school in the 1970s through the 1990s may recall the iconic video game The Oregon Trail, which made its debut in a classroom in 1971.

      "The Oregon Trail" was a massive success in both education and entertainment. in addition, several other edutainment games have been made for ages 3-8, most being very popular

    1. these communities are trying to sift through the layers of the world to see what else might have been left behind at the code level by the developers during the making of the game.

      intertextual (esp wrt code); marginalia; SKAM — transmedia emergent storytelling

    2. Spectator Mode becomes a way to analyze the game world from the outside in, to instantly uncover the secret paths and tunnels in the ground below, to look at the gameworld from within a block, or from under the bedrock looking up through pools of lava, hidden diamonds, and glowing skeletons.

      in what ways do you understand / come to learn a system, a world, an infrastructure? cf. position/where one is situated across an AI tech stack

  12. nicholasmuellner.com nicholasmuellner.com
    1. Author response:

      The following is the authors’ response to the previous reviews.

      Reviewer #1 (Public review):

      As a starting point, the authors discuss the so-called "additive partitioning" (AP) method proposed by Loreau & Hector in 2001. The AP is the result of a mathematical rearrangement of the definition of overyielding, written in terms of relative yields (RY) of species in mixtures relative to monocultures. One term, the so-called complementarity effect (CE), is proportional to the average RY deviations from the null expectations that plants of both species "do the same" in monocultures and mixtures. The other term, the selection effect (SE), captures how these RY deviations are related to monoculture productivity. Overall, CE measures whether relative biomass gains differ from zero when averaged across all community members, and SE, whether the "relative advantage" species have in the mixture, is related to their productivity. In extreme cases, when all species benefit, CE becomes positive.

      This is not true; positive CE does not require positive RY deviations of all species. CE is positive as long as average RY deviation is greater than 0. In a 2-species mixture, for example, if the RY deviation of one species is -0.2 and that of the other species is +0.3, CE would be still positive. Positive CE can be associated with negative NE (net biodiversity effects) when more productivity species have smaller negative RY deviation compared to positive RY deviation of less productive species. Therefore, the suggestion by the reviewer “This is intuitively compatible with the idea that niche complementarity mitigates competition (CE>0)” is not correct.   

      When large species have large relative productivity increases, SE becomes positive. This is intuitively compatible with the idea that niche complementarity mitigates competition (CE>0), or that competitively superior species dominate mixtures and thereby driver overyielding (SE>0).

      The use of word “mitigate” indicates that the effects of niche complementarity and competition are in opposite directions, which is not true with biodiversity experiments based on replacement design. We have explained this in detail in our first responses to reviewers.    

      However, it is very important to understand that CE and SE capture the "statistical structure" of RY that underlies overyielding. Specifically, CE and SE are not the ultimate biological mechanisms that drive overyielding, and never were meant to be. CE also does not describe niche complementarity. Interpreting CE and SE as directly quantifying niche complementarity or resource competition, is simply wrong, although it sometimes is done. The criticism of the AP method thus in large part seems unwarranted. The alternative methods the authors discuss (lines 108-123) are based on very similar principles.

      Agree. However, If CE and SE are not meant to be biological mechanisms, as suggested by the reviewer, the argument “This is intuitively compatible with the idea that niche complementarity mitigates competition (CE>0), or that competitively superior species dominate mixtures and thereby driver overyielding (SE>0)” would be invalid.  

      Lines 108-123 are not on our method.   

      The authors now set out to develop a method that aims at linking response patterns to "more true" biological mechanisms.

      Assuming that "competitive dominance" is key to understanding mixture productivity, because "competitive interactions are the predominant type of interspecific relationships in plants", the authors introduce "partial density" monocultures, i.e. monocultures that have the same planting density for a species as in a mixture. The idea is that using these partial density monocultures as a reference would allow for isolating the effect of competition by the surrounding "species matrix".

      The authors argue that "To separate effects of competitive interactions from those of other species interactions, we would need the hypothesis that constituent species share an identical niche but differ in growth and competitive ability (i.e., absence of positive/negative interactions)." - I think the term interaction is not correctly used here, because clearly competition is an interaction, but the point made here is that this would be a zero-sum game.

      We did not say that competition is not an interaction.

      The authors use the ratio of productivity of partial density and full-density monocultures, divided by planting density, as a measure of "competitive growth response" (abbreviated as MG). This is the extra growth a plant individual produces when intraspecific competition is reduced.

      Here, I see two issues: first, this rests on the assumption that there is only "one mode" of competition if two species use the same resources, which may not be true, because intraspecific and interspecific competition may differ. Of course, one can argue that then somehow "niches" are different, but such a niche definition would be very broad and go beyond the "resource set" perspective the authors adopt. Second, this value will heavily depend on timing and the relationship between maximum initial growth rates and competitive abilities at high stand densities.

      True. Research findings indicate that biodiversity effect detected with AP is not constant.    

      The authors then progress to define relative competitive ability (RC), and this time simply uses monoculture biomass as a measure of competitive ability. To express this biomass in a standardized way, they express it as different from the mean of the other species and then divide by the maximum monoculture biomass of all species.

      I have two concerns here: first, if competitive ability is the capability of a species to preempt resources from a pool also accessed by another species, as the authors argued before, then this seems wrong because one would expect that a species can simply be more productive because it has a broader niche space that it exploits. This contradicts the very narrow perspective on competitive ability the authors have adopted. This also is difficult to reconcile with the idea that specialist species with a narrow niche would outcompete generalist species with a broad niche.

      Competitive ability is not necessarily associated with species niche space. Both generalist and specialist species can be more productive at a particular study site, as long as they are more capable of obtaining resources from a local pool. Remember, biodiversity experiments are conducted at a site of particular conditions, not across a range of species niche space at landscape level.

      Second, I am concerned by the mathematical form. Standardizing by the maximum makes the scaling dependent on a single value.

      As explained in lines 370-376, the mathematical form is a linear approximation as the relationship between competitive growth responses and species relative competitive ability is generally unknow but would be likely nonlinear. Once the relationship is determined in future research, the scaling factor is not needed.    

      As a final step, the authors calculate a "competitive expectation" for a species' biomass in the mixture, by scaling deviations from the expected yield by the product MG ⨯ RC. This would mean a species does better in a mixture when (1) it benefits most from a conspecific density reduction, and (2) has a relatively high biomass.

      Put simply, the assumption would be that if a species is productive in monoculture (high RC), it effectively does not "see" the competitors and then grows like it would be the sole species in the community, i.e. like in the partial density monoculture.

      Overall, I am not very convinced by the proposed method.

      Comments on revised version:

      Only minimal changes were made to the manuscript, and they do not address the main points that were raised.

      Reviewer #2 (Public review):

      This manuscript by Tao et al. reports on an effort to better specify the underlying interactions driving the effects of biodiversity on productivity in biodiversity experiments. The authors are especially concerned with the potential for competitive interactions to drive positive biodiversity-ecosystem functioning relationships by driving down the biomass of subdominant species. The authors suggest a new partitioning schema that utilizes a suite of partial density treatments to capture so-called competitive ability. While I agree with the authors that understanding the underlying drivers of biodiversity-ecosystem functioning relationships is valuable - I am unsure of the added value of this specific approach for several reasons.

      No responses.

      Comments on revised version:

      The authors changed only one minor detail in response to the last round of reviews.

      Reviewer #3 (Public review):

      Summary:

      This manuscript claims to provide a new null hypothesis for testing the effects of biodiversity on ecosystem functioning. It reports that the strength of biodiversity effects changes when this different null hypothesis is used. This main result is rather inevitable. That is, one expects a different answer when using a different approach. The question then becomes whether the manuscript's null hypothesis is both new and an improvement on the null hypothesis that has been in use in recent decades.

      Our approach adopts two hypotheses, null hypothesis that is also with the additive partitioning model and competitive hypothesis that is new. Null hypothesis assumes that inter- and intra-specie interactions are the same, while competitive hypothesis assumes that species differ in competitive ability and growth rate. Therefore, our approach is an extension of current approach. Our approach separates effects of competitive interactions from those of other species interactions, while the current approach does not.      

      Strengths:

      In general, I appreciate studies like this that question whether we have been doing it all wrong and I encourage consideration of new approaches.

      Weaknesses:

      Despite many sweeping critiques of previous studies and bold claims of novelty made throughout the manuscript, I was unable to find new insights. The manuscript fails to place the study in the context of the long history of literature on competition and biodiversity and ecosystem functioning.

      We have explained in our first responses that competition and biodiversity effects are studied in different experimental approaches, i.e., additive and replacement designs. Results from one approach are not compatible with those from the other. For example, competition effect with additive design is negative but generally positive with replacement design that is used extensively in biodiversity experiments. We have considered species competitive ability, density-growth relationship, and different effects of competitive interactions between additive and replacement design, while the current method does not reflect any of those.        

      The Introduction claims the new approach will address deficiencies of previous approaches, but after reading further I see no evidence that it addresses the limitations of previous approaches noted in the Introduction. Furthermore, the manuscript does not reproducibly describe the methods used to produce the results (e.g., in Table 1) and relies on simulations, claiming experimental data are not available when many experiments have already tested these ideas and not found support for them.

      We used simulation data, as partial density monocultures are generally not available in previous biodiversity experiments.

      Finally, it is unclear to me whether rejecting the 'new' null hypothesis presented in the manuscript would be of interest to ecologists, agronomists, conservationists, or others.

      Our null hypothesis is the same as the null hypothesis with the additive partitioning assuming that inter- and intra-species interactions are the same, while our competitive hypothesis assumes that species differ in competitive ability and growth rate. Rejecting null hypothesis means that inter- and intra-species interactions are different, whereas rejecting competitive hypothesis indicates existence of positive/negative species interactions. This would be interesting to everyone.       

      Comments on revised version:

      Please see review comments on the previous version of this manuscript. The authors have not revised their manuscript to address most of the issues previously raised by reviewers.

      No responses.

      Recommendations for the authors:

      Reviewer #1 (Recommendations for the authors):

      Do take reviews seriously. Even if you think the reviewers all are wrong and did not understand your work, then this seems to indicate that it was not clearly presented.

      Reviewer #2 (Recommendations for the authors):

      I can understand that the authors are perhaps frustrated with what they perceive as a basic misunderstanding of their goals and approach. This misunderstanding however, provides with it an opportunity to clarify. I believe that the authors have tried to clarify in rebutting our statements but would do better to clarify in the manuscript itself. If we reviewers, who are deeply invested in this field, don't understand the approach and its value, then it is likely that many readers will not as well.

      The additive partitioning has been publicly questioned at least for serval times since the conception of the method in 2001. Our work provides an alternative.

    1. Briefing Doc: Exploration des Techniques de Facilitation

      Ce document synthétise les concepts clés et les méthodes de facilitation présentées dans le "Kit de Facilitation" (https://www.atelier-collaboratif.com/telechargements/kit-de-facilitation.pdf).

      Thèmes Principaux:

      Importance de la préparation:

      Avant chaque atelier, une phase de réflexion est essentielle pour définir l'objectif, identifier les participants et les livrables attendus.

      Il faut également anticiper les risques et les solutions possibles. Le "Kit" propose un plateau "ORGANISATION" pour structurer cette préparation (p.4).

      Diversité des pratiques:

      Le kit présente un éventail de "cartes pratiques" (p.5) classées selon leur niveau de difficulté (S'améliorer, Prioriser/Décider, Briser la glace, Générer des idées, etc.) et proposant des techniques variées pour chaque étape d'un atelier collaboratif.

      Importance de l'intelligence collective: La plupart des techniques présentées visent à stimuler la participation active de tous, à encourager le partage d'idées, et à favoriser la co-construction de solutions. Idées et Faits Marquants:

      Le rôle du facilitateur:

      Le facilitateur joue un rôle central dans la réussite d'un atelier. Il guide le groupe, assure le bon déroulement des activités, et veille à créer un environnement propice à la collaboration.

      L'utilisation d'outils visuels:

      Des outils comme les post-it, les tableaux, les cartes, etc. sont fréquemment utilisés pour faciliter la visualisation des idées, la structuration des discussions, et la prise de décisions collective.

      L'importance du feedback:

      Plusieurs techniques (ex: ROTI Agile, Perfection Game) permettent de recueillir du feedback des participants, ce qui est crucial pour l'amélioration continue des ateliers. Exemples de Techniques et Citations:

      La Rétrospective 4L (p. 6):

      Permet de faire le bilan d'une activité en utilisant l'analogie d'une voiture. Les participants identifient sur des cartes "ce qui freine" (le vent) et "ce qui pousse" (le moteur).

      Gommettocratie (p. 9):

      Technique de priorisation simple et visuelle.

      Les participants votent pour les idées qui les séduisent le plus en collant des gommettes.

      Le Réseau Social en Papier (p. 11):

      Un jeu ludique pour briser la glace et permettre aux participants de se connaître. World Café (p. 18): "Inventé en 2009 par Jim Benson et Jeremy Lightsmith".

      Cette technique favorise le dialogue et l'échange d'idées sur plusieurs sujets en petits groupes.

      Impact Mapping (p. 24):

      Permet de "représenter visuellement les impacts et hypothèses de développement d'un produit".

      Méthode du Point de Vue (POV) (p. 25):

      "Le point de vue est la perception du problème vue par l'utilisateur." Cette méthode permet de se centrer sur les besoins des utilisateurs.

      Conclusion:

      Le "Kit de Facilitation" est une ressource précieuse pour tous ceux qui souhaitent animer des ateliers collaboratifs efficaces.

      Il propose une grande variété de techniques et d'outils pour chaque étape du processus, de la préparation à la mise en œuvre des décisions.

  13. Dec 2024
    1. The Everywheres are on the contrary nomadic elements that are willing to be of service to cosmo-local productive economic alliances, seeding various locales with the trans-local experience, both of other locales they may have visited, but also of the network itself.

      Seductive analogy. Reminds me of Daniel Schmatchtenberger's Game A (civilizational problems of competition) and Game B (beyond competition) that creates a simple US vs. THEM for convening the like-minded activists, but not sure it accurately describes the virtual landscape well-enough for implementers seeking to develop and deploy new type(s) of competence.

    1. Reviewer #1 (Public review):

      Summary:

      Zhang et al. addressed the question of whether advantageous and disadvantageous inequality aversion can be vicariously learned and generalized. Using an adapted version of the ultimatum game (UG), in three phases, participants first gave their own preference (baseline phase), then interacted with a "teacher" to learn their preference (learning phase), and finally were tested again on their own (transfer phase). The key measure is whether participants exhibited similar choice preferences (i.e., rejection rate and fairness rating) influenced by the learning phase, by contrasting their transfer phase and baseline phase. Through a series of statistical modeling and computational modeling, the authors reported that both advantageous and disadvantageous inequality aversion can indeed be learned (Study 1), and even be generalised (Study 2).

      Strengths:

      This study is very interesting, it directly adapted the lab's previous work on the observational learning effect on disadvantageous inequality aversion, to test both advantageous and disadvantageous inequality aversion in the current study. Social transmission of action, emotion, and attitude have started to be looked at recently, hence this research is timely. The use of computational modeling is mostly appropriate and motivated. Study 2, which examined the vicarious inequality aversion in conditions where feedback was never provided, is interesting and important to strengthen the reported effects. Both studies have proper justifications to determine the sample size.

      Weaknesses:

      Despite the strengths, a few conceptual aspects and analytical decisions have to be explained, justified, or clarified.

      INTRODUCTION/CONCEPTUALIZATION<br /> (1) Two terms seem to be interchangeable, which should not, in this work: vicarious/observational learning vs preference learning. For vicarious learning, individuals observe others' actions (and optionally also the corresponding consequence resulting directly from their own actions), whereas, for preference learning, individuals predict, or act on behalf of, the others' actions, and then receive feedback if that prediction is correct or not. For the current work, it seems that the experiment is more about preference learning and prediction, and less so about vicarious learning. The intro and set are heavily around vicarious learning, and later the use of vicarious learning and preference learning is rather mixed in the text. I think either tone down the focus on vicarious learning, or discuss how they are different. Some of the references here may be helpful: Charpentier et al., Neuron, 2020; Olsson et al., Nature Reviews Neuroscience, 2020; Zhang & Glascher, Science Advances, 2020

      EXPERIMENTAL DESIGN<br /> (2) For each offer type, the experiment "added a uniformly distributed noise in the range of (-10 ,10)". I wonder what this looks like? With only integers such as 25:75, or even with decimal points? More importantly, is it possible to have either 70:30 or 90:10 option, after adding the noise, to have generated an 80:20 split shown to the participants? If so, for the analyses later, when participants saw the 80:20 split, which condition did this trial belong to? 70:30 or 90:10? And is such noise added only to the learning phase, or also to the baseline/transfer phases? This requires some clarification.

      (3) For the offer conditions (90:10, 70:30, 50:50, 30:70, 10:90) - are they randomized? If so, how is it done? Is it randomized within each participant, and/or also across participants (such that each participant experienced different trial sequences)? This is important, as the order especially for the learning phase can largely impact the preference learning of the participants.

      STATISTICAL ANALYSIS & COMPUTATIONAL MODELING<br /> (4) In Study 1 DI offer types (90:10, 70:30), the rejection rate for DI-AI averse looks consistently higher than that for DI averse (ie, the blue line is above the yellow line). Is this significant? If so, how come? Since this is a between-subject design, I would not anticipate such a result (especially for the baseline). Also, for the LME results (eg, Table S3), only interactions were reported but not the main results.

      (5) I do not particularly find this analysis appealing: "we examined whether participants' changes in rejection rates between Transfer and Baseline, could be explained by the degree to which they vicariously learned, defined as the change in punishment rates between the first and last 5 trials of the Learning phase." Naturally, the participants' behavior in the first 5 trials in the learning phase will be similar to those in the baseline; and their behavior in the last 5 trials in the learning phase would echo those at the transfer phase. I think it would be stronger to link the preference learning results to the change between the baseline and transfer phase, eg, by looking at the difference between alpha (beta) at the end of the learning phase and the initial alpha (beta).

      (6) I wonder if data from the baseline and transfer phases can also be modeled, using a simple Fehr-Schimdt model. This way, the change in alpha/beta can also be examined between the baseline and transfer phase.

      (7) I quite liked Study 2 which tests the generalization effect, and I expected to see an adapted computational modeling to directly reflect this idea. Indeed, the authors wrote, "[...] given that this model [...] assumes the sort of generalization of preferences between offer types [...]". But where exactly did the preference learning model assume the generalization? In the methods, the modeling seems to be only about Study 1; did the authors advise their model to accommodate Study 2? The authors also ran simulation for the learning phase in Study 2 (Figure 6), and how did the preference update (if at all) for offers (90:10 and 10:90) where feedback was not given? Extending/Unpacking the computational modeling results for Study 2 will be very helpful for the paper.

    1. for - TED Talk - YouTube - A word game to convey any language - Ajit Narayanan - potential source - Deep Humanity - BEing journeys in language - appreciation of inhabiting the symbolosphere // - Summary - An interesting idea of teasing out the data structure behind language - This could be a rich area to explore for Deep Humanity language BEing journeys to help people gain deeper appreciation of their own amazing language abilities - as well as gain an appreciation for the enormous amount of time our life is spent in the (relative) symbolosphere

    2. supposing I was a writer, say, for a newspaper or for a magazine. I could create content in one language, FreeSpeech, and the person who's consuming that content, the person who's reading that particular information could choose any engine, and they could read it in their own mother tongue, in their native language

      for - freespeech can be used as an international language translator - data structure of thought - from TED Talk - YouTube - A word game to convey any language - Ajit Narayanan

    3. when you want to use Google, you go into Google search, and you type in English, and it matches the English with the English. What if we could do this in FreeSpeech instead? I have a suspicion that if we did this, we'd find that algorithms like searching, like retrieval, all of these things, are much simpler and also more effective, because they don't process the data structure of speech. Instead they're processing the data structure of thought

      for - indyweb dev - question - alternative to AI Large Language Models? - Is indyweb functionality the same as Freespeech functionality? - from TED Talk - YouTube - A word game to convey any language - Ajit Narayanan - data structure of thought - from TED Talk - YouTube - A word game to convey any language - Ajit Narayanan

    4. language is really the brain's invention to convert this rich, multi-dimensional thought on one hand into speech on the other hand.

      for - key insight - ideas are multidimensional - speech is one dimensional - language is one dimensional - from TED Talk - YouTube - A word game to convey any language - Ajit Narayanan

    5. the dream, the hope, the vision, really, is that when they learn English this way, they learn it with the same proficiency as their mother tongue.

      for - investigate - question - Does this other app that allows learning another language with the proficiency of a child exist? - from TED Talk - YouTube - A word game to convey any language - Ajit Narayanan

    6. there were a group of scientists that were trying to understand how the brain processes language, and they found something very interesting. They found that when you learn a language as a child, as a two-year-old, you learn it with a certain part of your brain, and when you learn a language as an adult -- for example, if I wanted to learn Japanese

      for - research study - language - children learning mother tongue use a different post off the brain then adults learning another language - from TED Talk - YouTube - A word game to convey any language - Ajit Narayanan

    7. if I wasn't an English speaker, if I was speaking in some other language, this map would actually hold true in any language. So long as the questions are standardized, the map is actually independent of language. So I call this FreeSpeech

      for - app - Free Speech - permutations of pictures that can created meaning without using language - from TED Talk - YouTube - A word game to convey any language - Ajit Narayanan

    8. grammar is incredibly powerful, because grammar is this one component of language which takes this finite vocabulary that all of us have and allows us to convey an infinite amount of information, an infinite amount of ideas. It's the way in which you can put things together in order to convey anything you want to

      for - the power of grammar - infinite permutations if meaning using a finite set of symbols - from TED Talk - YouTube - A word game to convey any language - Ajit Narayanan

    Tags

    Annotators

    URL

    1. for - climate crisis - impact of Trump tariff strategy - increasing economic and carbon inequality and precarity for the masses - from - Youtube - Trump wants to crash to benefit the ultra wealthy - Trump's planning to crash the global economy - Richard J Murphy - 2024, Dec

      // - SUMMARY - Richard J Murphy provides us with a big picture of Trump's objective in his calculated Tariff strategy - It's not that it makes no sense and is a strategy of a madman - On the contrary, he has a very calculated and maniacal strategy that will result in significantly increasing the wealth of the elites - By creating high tariffs, he will bring about a global economic crash - Like the 2008 and 2020 crash, central banks will print trillions of dollars of money and handout bailouts - It is the elites who will receive these bailouts and inflate the value of their assets - This will - substantially increase the wealth of the rich - substantially increase the precarity of the vast majority of people - increase global inequality - financial inequality and - carbon inequality - This increased precarity is bad news for the climate crisis as a precarious population have less flexibility in reducing their carbon footprint and are more dependent than ever on whatever remain job and resources they still have - Given we have this knowledge of the elite's hidden strategy, can we the people intervene in any way? - We need to have an understanding of how elites see the world - The entire worldview of externalizing investment as a game of accumulation must be understood deeply - in order to find leverage points for rapid system change

      //

    1. Make a list of all the documents that your business needs to handle ranging from proposals and quotations, contracts, worksheets, invoices, bills, and many others. You need to create all these documents through the software besides uploading your existing documents. Now, create these document types that can be created digitally by using the software.

      Building Custom Document Management Software is a game-changer for enterprises aiming to simplify document workflows. It ensures secure storage, seamless collaboration, and improved accessibility of critical files. From tailored integrations to advanced search features, a custom solution enhances productivity and boosts operational efficiency. Empower your business to handle documents smarter and faster! 🚀

    1. The ‘sapiosexual type’ is more sophisticated than its predecessors and becoming prevalent with highly educated women. Creating these characters convincingly is no easy task. Otome game companies often hire female writers from top universities with diverse backgrounds, equipped with knowledge from a range of disciplines. ‘He’ should be able to comment on a Shakespearean sonnet or quantum physics in a magisterial way, if prompted.

      what

    2. Iconic games such as Genshin Impact (developed by the Shanghai game company miHoYo, whose slogan is ‘Tech Otakus Save the World’) are featuring more and more charming male characters to appeal to female players, which is seen as a betrayal of its origins. Many male players refuse to play with male characters – going so far as to deliberately drop them dead – and vow to boycott the game until this supposed mistake is rectified. What they don’t grasp is that they need to outspend female and gay players to regain some bargaining power. Petulantly railing against the ‘pink tax’ won’t get them what they want.

      What shitty use of passive voice universalizing the next sentence's "many male players"

    1. Parasocial relationships are the name of the game. When people call for a Joe Rogan of the left, it seems like they don’t realize that one of the reasons he is so powerful is that he is many of his listeners’ best friend. People spend hours and hours a day with him; his show and its extended universe have become an on-demand loneliness killing service. The power (and value) of that relationship is unmatched. Puck is a parasocial publication, that’s why you hear the tentpole writers’ voices in solo podcasts.

      I want to read more about parasocial media patterns pre-broadcast media. You can't tell me that there weren't forms

    1. To pretend that this multi-level game can be flattened outinto a merely technical question is naïve. That becomes clearwhen it enters the patently political phase and people fight overthe legislative and regulative details.

      technical question doesn't work- Foucalt

    Annotators

    1. Sommaire minuté des temps forts du webinaire "Le tabac chez les jeunes : comment les accompagner à l'arrêt ? | Crips IDF"

      Ce sommaire met en avant la richesse du webinaire, en abordant à la fois * le contexte de la consommation de tabac chez les jeunes, * les nouveaux produits et les risques associés, * le lien avec la santé mentale et * les différentes stratégies d'accompagnement.

      Le témoignage de l'association Repère apporte une dimension concrète et inspirante, tandis que la présentation des outils du Crips offre aux professionnels un panel de ressources pour animer des séances de prévention et de sensibilisation.

      0:00 - 1:30 : Introduction et présentation des intervenantes

      • Géraldine, infirmière addictologue et tabacologue, et Estella Furau, chargée de projet sur la thématique addiction au Crips Île-de-France, se présentent et exposent leurs expériences professionnelles.

      1:30 - 8:00 : Contexte de la consommation de tabac chez les jeunes

      • Discussion sur la définition du public "jeune" et les spécificités des différentes tranches d'âge.
      • Importance de la prise de conscience de l'addiction pour amorcer une démarche d'arrêt.
      • Mise en avant des différences d'accès aux ressources et de prévalence tabagique selon les milieux sociaux.
      • Bonne nouvelle : diminution de la prévalence tabagique chez les jeunes, mais vigilance nécessaire face aux nouveaux produits (vape, puff...).
      • Impact positif des politiques publiques (lieux sans tabac, augmentation du prix du paquet) sur la diminution du tabagisme.
      • Débat sur l'interdiction de fumer sur les terrasses.
      • Différences d'accompagnement entre un patient jeune et un patient plus âgé : difficulté de la prise de conscience de l'addiction chez les jeunes.
      • Importance d'accompagner le jeune dans sa demande, qu'il s'agisse d'une réduction ou d'un arrêt total.
      • Présentation de Tabac info service, un outil d'aide à l'arrêt.

      8:00 - 15:00 : Nouveaux produits et risques associés

      • Augmentation de l'usage de la vape chez les jeunes, notamment la puff, devenue un objet tendance.
      • Préoccupations concernant la puff : marketing ciblant les jeunes, risques de dépendance et de passage à la cigarette.
      • Interdiction des puffs jetables : une mesure efficace ?
      • Méconnaissance des risques liés à la chicha (tabac, nicotine, combustion...) chez les jeunes.
      • Difficulté de la prise en charge face à la consommation de chicha, souvent vécue comme une expérience collective.
      • Diminution de l'expérimentation du cannabis, mais il reste la première drogue illicite consommée par les jeunes.
      • Importance d'aborder les co-consommations et les transferts d'addiction.
      • Conseils pour la prise en charge du cannabis : réduction des risques et orientation vers des structures spécialisées.

      15:00 - 22:00 : Lien entre santé mentale et consommation de tabac

      • Statistiques alarmantes sur le bien-être mental des lycéens : 49% ne présentent pas un bon niveau de bien-être mental.
      • Impact du tabac sur la santé mentale : la dépression peut être un signe de manque de nicotine.
      • Apparition possible de signes de dépression, voire d'idées suicidaires, lors d'un sevrage tabagique trop brutal.
      • Importance de différencier une dépression induite par l'arrêt du tabac d'une dépression préexistante.

      22:00 - 27:00 : Conseils aux professionnels, aux proches et aux jeunes fumeurs

      • Conseils aux professionnels : patience, humilité et importance de la transmission d'information sur les ressources disponibles.
      • Conseils aux proches : ne pas forcer le fumeur à arrêter, lui apporter du soutien et l'informer des aides disponibles.
      • Conseils aux jeunes fumeurs : se tourner vers un professionnel, l'arrêt du tabac est faisable.
      • Importance de lutter contre les représentations négatives de l'aide et des tabacologues.
      • Rôle des pharmaciens, des sages-femmes, des kinés... dans l'accompagnement à l'arrêt et la réduction des risques.
      • Importance de la réduction des risques et du remboursement des substituts nicotiniques.

      27:00 - 33:00 : Présentation de programmes d'aide à l'arrêt pour les jeunes

      • Mois sans tabac : campagne nationale de sensibilisation et d'aide à l'arrêt.
      • Tabado : programme probant d'aide à l'arrêt pour les lycées professionnels et les CFA (actuellement interrompu).
      • Desclic Stop Tabac : programme similaire à Tabado pour les établissements agricoles.
      • Programmes d'animation-débat : Ligue contre le cancer, Crips Île-de-France.

      33:00 - 44:00 : Témoignage de l'association Repère et présentation d'un projet d'ateliers "Mois sans tabac"

      • Marie Durantis, éducatrice spécialisée, présente son projet d'ateliers "Mois sans tabac" mené avec des jeunes et des adultes.
      • Importance de l'approche ludique et éducative : brainstorming, questionnaire, jeux, création d'affiches...
      • Participation au challenge "Mois sans tabac" de la Ligue contre le cancer.
      • Visite de l'Escape Game "Tabac" à la Cité des Sciences.
      • Bilan positif du projet : favorise la cohésion de groupe, la prévention et la sensibilisation.

      44:00 - Fin : Présentation d'outils d'animation du Crips pour aborder le tabac avec les jeunes

      • Tirtaclop : outil pour aborder la réduction du tabac et identifier les besoins et les plaisirs.
      • Infox : jeu de cartes d'affirmations vraies ou fausses pour initier le débat et évaluer les connaissances.
      • PICT Prévention Tabac : jeu de type Pictionary pour aborder les thématiques liées au tabac de manière ludique.
      • Escape Game Tabac (version jeu de cartes et version salle) : outil ludique pour aborder toutes les dimensions de l'arrêt du tabac.
      • Outil "Chicha" : jeu de cartes pour explorer les contextes de consommation de la chicha et identifier les conduites à risque.
      • Modérateur de forum : jeu de rôle pour déconstruire les idées reçues et encourager la réflexion critique.
      • Jeu "À J" : jeu de cartes pour analyser des situations à risque liées à la consommation de tabac et d'alcool.
    1. According to all known laws of aviation,

      there is no way a bee should be able to fly.

      Its wings are too small to get its fat little body off the ground.

      The bee, of course, flies anyway

      because bees don't care what humans think is impossible.

      Yellow, black. Yellow, black. Yellow, black. Yellow, black.

      Ooh, black and yellow! Let's shake it up a little.

      Barry! Breakfast is ready!

      Ooming!

      Hang on a second.

      Hello?

      Barry?

      Adam?

      Oan you believe this is happening?

      I can't. I'll pick you up.

      Looking sharp.

      Use the stairs. Your father paid good money for those.

      Sorry. I'm excited.

      Here's the graduate. We're very proud of you, son.

      A perfect report card, all B's.

      Very proud.

      Ma! I got a thing going here.

      You got lint on your fuzz.

      Ow! That's me!

      Wave to us! We'll be in row 118,000.

      Bye!

      Barry, I told you, stop flying in the house!

      Hey, Adam.

      Hey, Barry.

      Is that fuzz gel?

      A little. Special day, graduation.

      Never thought I'd make it.

      Three days grade school, three days high school.

      Those were awkward.

      Three days college. I'm glad I took a day and hitchhiked around the hive.

      You did come back different.

      Hi, Barry.

      Artie, growing a mustache? Looks good.

      Hear about Frankie?

      Yeah.

      You going to the funeral?

      No, I'm not going.

      Everybody knows, sting someone, you die.

      Don't waste it on a squirrel. Such a hothead.

      I guess he could have just gotten out of the way.

      I love this incorporating an amusement park into our day.

      That's why we don't need vacations.

      Boy, quite a bit of pomp… under the circumstances.

      Well, Adam, today we are men.

      We are!

      Bee-men.

      Amen!

      Hallelujah!

      Students, faculty, distinguished bees,

      please welcome Dean Buzzwell.

      Welcome, New Hive Oity graduating class of…

      …9:15.

      That concludes our ceremonies.

      And begins your career at Honex Industries!

      Will we pick ourjob today?

      I heard it's just orientation.

      Heads up! Here we go.

      Keep your hands and antennas inside the tram at all times.

      Wonder what it'll be like? A little scary. Welcome to Honex, a division of Honesco

      and a part of the Hexagon Group.

      This is it!

      Wow.

      Wow.

      We know that you, as a bee, have worked your whole life

      to get to the point where you can work for your whole life.

      Honey begins when our valiant Pollen Jocks bring the nectar to the hive.

      Our top-secret formula

      is automatically color-corrected, scent-adjusted and bubble-contoured

      into this soothing sweet syrup

      with its distinctive golden glow you know as…

      Honey!

      That girl was hot.

      She's my cousin!

      She is?

      Yes, we're all cousins.

      Right. You're right.

      At Honex, we constantly strive

      to improve every aspect of bee existence.

      These bees are stress-testing a new helmet technology.

      What do you think he makes? Not enough. Here we have our latest advancement, the Krelman.

      What does that do? Oatches that little strand of honey that hangs after you pour it. Saves us millions.

      Oan anyone work on the Krelman?

      Of course. Most bee jobs are small ones. But bees know

      that every small job, if it's done well, means a lot.

      But choose carefully

      because you'll stay in the job you pick for the rest of your life.

      The same job the rest of your life? I didn't know that.

      What's the difference?

      You'll be happy to know that bees, as a species, haven't had one day off

      in 27 million years.

      So you'll just work us to death?

      We'll sure try.

      Wow! That blew my mind!

      "What's the difference?" How can you say that?

      One job forever? That's an insane choice to have to make.

      I'm relieved. Now we only have to make one decision in life.

      But, Adam, how could they never have told us that?

      Why would you question anything? We're bees.

      We're the most perfectly functioning society on Earth.

      You ever think maybe things work a little too well here?

      Like what? Give me one example.

      I don't know. But you know what I'm talking about.

      Please clear the gate. Royal Nectar Force on approach.

      Wait a second. Oheck it out.

      Hey, those are Pollen Jocks! Wow. I've never seen them this close.

      They know what it's like outside the hive.

      Yeah, but some don't come back.

      Hey, Jocks! Hi, Jocks! You guys did great!

      You're monsters! You're sky freaks! I love it! I love it!

      I wonder where they were. I don't know. Their day's not planned.

      Outside the hive, flying who knows where, doing who knows what.

      You can'tjust decide to be a Pollen Jock. You have to be bred for that.

      Right.

      Look. That's more pollen than you and I will see in a lifetime.

      It's just a status symbol. Bees make too much of it.

      Perhaps. Unless you're wearing it and the ladies see you wearing it.

      Those ladies? Aren't they our cousins too?

      Distant. Distant.

      Look at these two.

      Oouple of Hive Harrys. Let's have fun with them. It must be dangerous being a Pollen Jock.

      Yeah. Once a bear pinned me against a mushroom!

      He had a paw on my throat, and with the other, he was slapping me!

      Oh, my! I never thought I'd knock him out. What were you doing during this?

      Trying to alert the authorities.

      I can autograph that.

      A little gusty out there today, wasn't it, comrades?

      Yeah. Gusty.

      We're hitting a sunflower patch six miles from here tomorrow.

      Six miles, huh? Barry! A puddle jump for us, but maybe you're not up for it.

      Maybe I am. You are not! We're going 0900 at J-Gate.

      What do you think, buzzy-boy? Are you bee enough?

      I might be. It all depends on what 0900 means.

      Hey, Honex!

      Dad, you surprised me.

      You decide what you're interested in?

      Well, there's a lot of choices. But you only get one. Do you ever get bored doing the same job every day?

      Son, let me tell you about stirring.

      You grab that stick, and you just move it around, and you stir it around.

      You get yourself into a rhythm. It's a beautiful thing.

      You know, Dad, the more I think about it,

      maybe the honey field just isn't right for me.

      You were thinking of what, making balloon animals?

      That's a bad job for a guy with a stinger.

      Janet, your son's not sure he wants to go into honey!

      Barry, you are so funny sometimes. I'm not trying to be funny. You're not funny! You're going into honey. Our son, the stirrer!

      You're gonna be a stirrer? No one's listening to me! Wait till you see the sticks I have.

      I could say anything right now. I'm gonna get an ant tattoo!

      Let's open some honey and celebrate!

      Maybe I'll pierce my thorax. Shave my antennae.

      Shack up with a grasshopper. Get a gold tooth and call everybody "dawg"!

      I'm so proud.

      We're starting work today! Today's the day. Oome on! All the good jobs will be gone.

      Yeah, right.

      Pollen counting, stunt bee, pouring, stirrer, front desk, hair removal…

      Is it still available? Hang on. Two left! One of them's yours! Oongratulations! Step to the side.

      What'd you get? Picking crud out. Stellar! Wow!

      Oouple of newbies?

      Yes, sir! Our first day! We are ready!

      Make your choice.

      You want to go first? No, you go. Oh, my. What's available?

      Restroom attendant's open, not for the reason you think.

      Any chance of getting the Krelman? Sure, you're on. I'm sorry, the Krelman just closed out.

      Wax monkey's always open.

      The Krelman opened up again.

      What happened?

      A bee died. Makes an opening. See? He's dead. Another dead one.

      Deady. Deadified. Two more dead.

      Dead from the neck up. Dead from the neck down. That's life!

      Oh, this is so hard!

      Heating, cooling, stunt bee, pourer, stirrer,

      humming, inspector number seven, lint coordinator, stripe supervisor,

      mite wrangler. Barry, what do you think I should… Barry?

      Barry!

      All right, we've got the sunflower patch in quadrant nine…

      What happened to you? Where are you?

      I'm going out.

      Out? Out where?

      Out there.

      Oh, no!

      I have to, before I go to work for the rest of my life.

      You're gonna die! You're crazy! Hello?

      Another call coming in.

      If anyone's feeling brave, there's a Korean deli on 83rd

      that gets their roses today.

      Hey, guys.

      Look at that. Isn't that the kid we saw yesterday? Hold it, son, flight deck's restricted.

      It's OK, Lou. We're gonna take him up.

      Really? Feeling lucky, are you?

      Sign here, here. Just initial that.

      Thank you. OK. You got a rain advisory today,

      and as you all know, bees cannot fly in rain.

      So be careful. As always, watch your brooms,

      hockey sticks, dogs, birds, bears and bats.

      Also, I got a couple of reports of root beer being poured on us.

      Murphy's in a home because of it, babbling like a cicada!

      That's awful. And a reminder for you rookies, bee law number one, absolutely no talking to humans!

      All right, launch positions!

      Buzz, buzz, buzz, buzz! Buzz, buzz, buzz, buzz! Buzz, buzz, buzz, buzz!

      Black and yellow!

      Hello!

      You ready for this, hot shot?

      Yeah. Yeah, bring it on.

      Wind, check.

      Antennae, check.

      Nectar pack, check.

      Wings, check.

      Stinger, check.

      Scared out of my shorts, check.

      OK, ladies,

      let's move it out!

      Pound those petunias, you striped stem-suckers!

      All of you, drain those flowers!

      Wow! I'm out!

      I can't believe I'm out!

      So blue.

      I feel so fast and free!

      Box kite!

      Wow!

      Flowers!

      This is Blue Leader. We have roses visual.

      Bring it around 30 degrees and hold.

      Roses!

      30 degrees, roger. Bringing it around.

      Stand to the side, kid. It's got a bit of a kick.

      That is one nectar collector!

      Ever see pollination up close? No, sir. I pick up some pollen here, sprinkle it over here. Maybe a dash over there,

      a pinch on that one. See that? It's a little bit of magic.

      That's amazing. Why do we do that?

      That's pollen power. More pollen, more flowers, more nectar, more honey for us.

      Oool.

      I'm picking up a lot of bright yellow. Oould be daisies. Don't we need those?

      Oopy that visual.

      Wait. One of these flowers seems to be on the move.

      Say again? You're reporting a moving flower?

      Affirmative.

      That was on the line!

      This is the coolest. What is it?

      I don't know, but I'm loving this color.

      It smells good. Not like a flower, but I like it.

      Yeah, fuzzy.

      Ohemical-y.

      Oareful, guys. It's a little grabby.

      My sweet lord of bees!

      Oandy-brain, get off there!

      Problem!

      Guys! This could be bad. Affirmative.

      Very close.

      Gonna hurt.

      Mama's little boy.

      You are way out of position, rookie!

      Ooming in at you like a missile!

      Help me!

      I don't think these are flowers.

      Should we tell him? I think he knows. What is this?!

      Match point!

      You can start packing up, honey, because you're about to eat it!

      Yowser!

      Gross.

      There's a bee in the car!

      Do something!

      I'm driving!

      Hi, bee.

      He's back here!

      He's going to sting me!

      Nobody move. If you don't move, he won't sting you. Freeze!

      He blinked!

      Spray him, Granny!

      What are you doing?!

      Wow… the tension level out here is unbelievable.

      I gotta get home.

      Oan't fly in rain.

      Oan't fly in rain.

      Oan't fly in rain.

      Mayday! Mayday! Bee going down!

      Ken, could you close the window please?

      Ken, could you close the window please?

      Oheck out my new resume. I made it into a fold-out brochure.

      You see? Folds out.

      Oh, no. More humans. I don't need this.

      What was that?

      Maybe this time. This time. This time. This time! This time! This…

      Drapes!

      That is diabolical.

      It's fantastic. It's got all my special skills, even my top-ten favorite movies.

      What's number one? Star Wars?

      Nah, I don't go for that…

      …kind of stuff.

      No wonder we shouldn't talk to them. They're out of their minds.

      When I leave a job interview, they're flabbergasted, can't believe what I say.

      There's the sun. Maybe that's a way out.

      I don't remember the sun having a big 75 on it.

      I predicted global warming.

      I could feel it getting hotter. At first I thought it was just me.

      Wait! Stop! Bee!

      Stand back. These are winter boots.

      Wait!

      Don't kill him!

      You know I'm allergic to them! This thing could kill me!

      Why does his life have less value than yours?

      Why does his life have any less value than mine? Is that your statement?

      I'm just saying all life has value. You don't know what he's capable of feeling.

      My brochure!

      There you go, little guy.

      I'm not scared of him. It's an allergic thing.

      Put that on your resume brochure.

      My whole face could puff up.

      Make it one of your special skills.

      Knocking someone out is also a special skill.

      Right. Bye, Vanessa. Thanks.

      Vanessa, next week? Yogurt night?

      Sure, Ken. You know, whatever.

      You could put carob chips on there.

      Bye.

      Supposed to be less calories.

      Bye.

      I gotta say something.

      She saved my life. I gotta say something.

      All right, here it goes.

      Nah.

      What would I say?

      I could really get in trouble.

      It's a bee law. You're not supposed to talk to a human.

      I can't believe I'm doing this.

      I've got to.

      Oh, I can't do it. Oome on!

      No. Yes. No.

      Do it. I can't.

      How should I start it? "You like jazz?" No, that's no good.

      Here she comes! Speak, you fool!

      Hi!

      I'm sorry.

      You're talking. Yes, I know. You're talking!

      I'm so sorry.

      No, it's OK. It's fine. I know I'm dreaming.

      But I don't recall going to bed.

      Well, I'm sure this is very disconcerting.

      This is a bit of a surprise to me. I mean, you're a bee!

      I am. And I'm not supposed to be doing this,

      but they were all trying to kill me.

      And if it wasn't for you…

      I had to thank you. It's just how I was raised.

      That was a little weird.

      I'm talking with a bee. Yeah. I'm talking to a bee. And the bee is talking to me!

      I just want to say I'm grateful. I'll leave now.

      Wait! How did you learn to do that? What? The talking thing.

      Same way you did, I guess. "Mama, Dada, honey." You pick it up.

      That's very funny. Yeah. Bees are funny. If we didn't laugh, we'd cry with what we have to deal with.

      Anyway…

      Oan I…

      …get you something?

      Like what? I don't know. I mean… I don't know. Ooffee?

      I don't want to put you out.

      It's no trouble. It takes two minutes.

      It's just coffee.

      I hate to impose.

      Don't be ridiculous!

      Actually, I would love a cup.

      Hey, you want rum cake?

      I shouldn't.

      Have some.

      No, I can't.

      Oome on!

      I'm trying to lose a couple micrograms.

      Where? These stripes don't help. You look great!

      I don't know if you know anything about fashion.

      Are you all right?

      No.

      He's making the tie in the cab as they're flying up Madison.

      He finally gets there.

      He runs up the steps into the church. The wedding is on.

      And he says, "Watermelon? I thought you said Guatemalan.

      Why would I marry a watermelon?"

      Is that a bee joke?

      That's the kind of stuff we do.

      Yeah, different.

      So, what are you gonna do, Barry?

      About work? I don't know.

      I want to do my part for the hive, but I can't do it the way they want.

      I know how you feel.

      You do? Sure. My parents wanted me to be a lawyer or a doctor, but I wanted to be a florist.

      Really? My only interest is flowers. Our new queen was just elected with that same campaign slogan.

      Anyway, if you look…

      There's my hive right there. See it?

      You're in Sheep Meadow!

      Yes! I'm right off the Turtle Pond!

      No way! I know that area. I lost a toe ring there once.

      Why do girls put rings on their toes?

      Why not?

      It's like putting a hat on your knee.

      Maybe I'll try that.

      You all right, ma'am?

      Oh, yeah. Fine.

      Just having two cups of coffee!

      Anyway, this has been great. Thanks for the coffee.

      Yeah, it's no trouble.

      Sorry I couldn't finish it. If I did, I'd be up the rest of my life.

      Are you…?

      Oan I take a piece of this with me?

      Sure! Here, have a crumb.

      Thanks! Yeah. All right. Well, then… I guess I'll see you around.

      Or not.

      OK, Barry.

      And thank you so much again… for before.

      Oh, that? That was nothing.

      Well, not nothing, but… Anyway…

      This can't possibly work.

      He's all set to go. We may as well try it.

      OK, Dave, pull the chute.

      Sounds amazing. It was amazing! It was the scariest, happiest moment of my life.

      Humans! I can't believe you were with humans!

      Giant, scary humans! What were they like?

      Huge and crazy. They talk crazy.

      They eat crazy giant things. They drive crazy.

      Do they try and kill you, like on TV?

      Some of them. But some of them don't.

      How'd you get back?

      Poodle.

      You did it, and I'm glad. You saw whatever you wanted to see.

      You had your "experience." Now you can pick out yourjob and be normal.

      Well… Well? Well, I met someone.

      You did? Was she Bee-ish?

      A wasp?! Your parents will kill you!

      No, no, no, not a wasp.

      Spider?

      I'm not attracted to spiders.

      I know it's the hottest thing, with the eight legs and all.

      I can't get by that face.

      So who is she?

      She's… human.

      No, no. That's a bee law. You wouldn't break a bee law.

      Her name's Vanessa. Oh, boy. She's so nice. And she's a florist!

      Oh, no! You're dating a human florist!

      We're not dating.

      You're flying outside the hive, talking to humans that attack our homes

      with power washers and M-80s! One-eighth a stick of dynamite!

      She saved my life! And she understands me.

      This is over!

      Eat this.

      This is not over! What was that?

      They call it a crumb. It was so stingin' stripey! And that's not what they eat. That's what falls off what they eat!

      You know what a Oinnabon is? No. It's bread and cinnamon and frosting. They heat it up…

      Sit down!

      …really hot!

      Listen to me! We are not them! We're us. There's us and there's them!

      Yes, but who can deny the heart that is yearning?

      There's no yearning. Stop yearning. Listen to me!

      You have got to start thinking bee, my friend. Thinking bee!

      Thinking bee. Thinking bee. Thinking bee! Thinking bee! Thinking bee! Thinking bee!

      There he is. He's in the pool.

      You know what your problem is, Barry?

      I gotta start thinking bee?

      How much longer will this go on?

      It's been three days! Why aren't you working?

      I've got a lot of big life decisions to think about.

      What life? You have no life! You have no job. You're barely a bee!

      Would it kill you to make a little honey?

      Barry, come out. Your father's talking to you.

      Martin, would you talk to him?

      Barry, I'm talking to you!

      You coming?

      Got everything?

      All set!

      Go ahead. I'll catch up.

      Don't be too long.

      Watch this!

      Vanessa!

      We're still here. I told you not to yell at him. He doesn't respond to yelling!

      Then why yell at me? Because you don't listen! I'm not listening to this.

      Sorry, I've gotta go.

      Where are you going? I'm meeting a friend. A girl? Is this why you can't decide?

      Bye.

      I just hope she's Bee-ish.

      They have a huge parade of flowers every year in Pasadena?

      To be in the Tournament of Roses, that's every florist's dream!

      Up on a float, surrounded by flowers, crowds cheering.

      A tournament. Do the roses compete in athletic events?

      No. All right, I've got one. How come you don't fly everywhere?

      It's exhausting. Why don't you run everywhere? It's faster.

      Yeah, OK, I see, I see. All right, your turn.

      TiVo. You can just freeze live TV? That's insane!

      You don't have that?

      We have Hivo, but it's a disease. It's a horrible, horrible disease.

      Oh, my.

      Dumb bees!

      You must want to sting all those jerks.

      We try not to sting. It's usually fatal for us.

      So you have to watch your temper.

      Very carefully. You kick a wall, take a walk,

      write an angry letter and throw it out. Work through it like any emotion:

      Anger, jealousy, lust.

      Oh, my goodness! Are you OK?

      Yeah.

      What is wrong with you?! It's a bug. He's not bothering anybody. Get out of here, you creep!

      What was that? A Pic 'N' Save circular?

      Yeah, it was. How did you know?

      It felt like about 10 pages. Seventy-five is pretty much our limit.

      You've really got that down to a science.

      I lost a cousin to Italian Vogue. I'll bet. What in the name of Mighty Hercules is this?

      How did this get here? Oute Bee, Golden Blossom,

      Ray Liotta Private Select?

      Is he that actor?

      I never heard of him.

      Why is this here?

      For people. We eat it.

      You don't have enough food of your own?

      Well, yes.

      How do you get it?

      Bees make it.

      I know who makes it!

      And it's hard to make it!

      There's heating, cooling, stirring. You need a whole Krelman thing!

      It's organic. It's our-ganic! It's just honey, Barry.

      Just what?!

      Bees don't know about this! This is stealing! A lot of stealing!

      You've taken our homes, schools, hospitals! This is all we have!

      And it's on sale?! I'm getting to the bottom of this.

      I'm getting to the bottom of all of this!

      Hey, Hector.

      You almost done? Almost. He is here. I sense it.

      Well, I guess I'll go home now

      and just leave this nice honey out, with no one around.

      You're busted, box boy!

      I knew I heard something. So you can talk!

      I can talk. And now you'll start talking!

      Where you getting the sweet stuff? Who's your supplier?

      I don't understand. I thought we were friends.

      The last thing we want to do is upset bees!

      You're too late! It's ours now!

      You, sir, have crossed the wrong sword!

      You, sir, will be lunch for my iguana, Ignacio!

      Where is the honey coming from?

      Tell me where!

      Honey Farms! It comes from Honey Farms!

      Orazy person!

      What horrible thing has happened here?

      These faces, they never knew what hit them. And now

      they're on the road to nowhere!

      Just keep still.

      What? You're not dead?

      Do I look dead? They will wipe anything that moves. Where you headed?

      To Honey Farms. I am onto something huge here.

      I'm going to Alaska. Moose blood, crazy stuff. Blows your head off!

      I'm going to Tacoma.

      And you? He really is dead. All right.

      Uh-oh!

      What is that?!

      Oh, no!

      A wiper! Triple blade!

      Triple blade?

      Jump on! It's your only chance, bee!

      Why does everything have to be so doggone clean?!

      How much do you people need to see?!

      Open your eyes! Stick your head out the window!

      From NPR News in Washington, I'm Oarl Kasell.

      But don't kill no more bugs!

      Bee!

      Moose blood guy!!

      You hear something?

      Like what?

      Like tiny screaming.

      Turn off the radio.

      Whassup, bee boy?

      Hey, Blood.

      Just a row of honey jars, as far as the eye could see.

      Wow!

      I assume wherever this truck goes is where they're getting it.

      I mean, that honey's ours.

      Bees hang tight. We're all jammed in. It's a close community.

      Not us, man. We on our own. Every mosquito on his own.

      What if you get in trouble? You a mosquito, you in trouble. Nobody likes us. They just smack. See a mosquito, smack, smack!

      At least you're out in the world. You must meet girls.

      Mosquito girls try to trade up, get with a moth, dragonfly.

      Mosquito girl don't want no mosquito.

      You got to be kidding me!

      Mooseblood's about to leave the building! So long, bee!

      Hey, guys! Mooseblood! I knew I'd catch y'all down here. Did you bring your crazy straw?

      We throw it in jars, slap a label on it, and it's pretty much pure profit.

      What is this place?

      A bee's got a brain the size of a pinhead.

      They are pinheads!

      Pinhead.

      Oheck out the new smoker. Oh, sweet. That's the one you want. The Thomas 3000!

      Smoker?

      Ninety puffs a minute, semi-automatic. Twice the nicotine, all the tar.

      A couple breaths of this knocks them right out.

      They make the honey, and we make the money.

      "They make the honey, and we make the money"?

      Oh, my!

      What's going on? Are you OK?

      Yeah. It doesn't last too long.

      Do you know you're in a fake hive with fake walls?

      Our queen was moved here. We had no choice.

      This is your queen? That's a man in women's clothes!

      That's a drag queen!

      What is this?

      Oh, no!

      There's hundreds of them!

      Bee honey.

      Our honey is being brazenly stolen on a massive scale!

      This is worse than anything bears have done! I intend to do something.

      Oh, Barry, stop.

      Who told you humans are taking our honey? That's a rumor.

      Do these look like rumors?

      That's a conspiracy theory. These are obviously doctored photos.

      How did you get mixed up in this?

      He's been talking to humans.

      What? Talking to humans?! He has a human girlfriend. And they make out!

      Make out? Barry!

      We do not.

      You wish you could. Whose side are you on? The bees!

      I dated a cricket once in San Antonio. Those crazy legs kept me up all night.

      Barry, this is what you want to do with your life?

      I want to do it for all our lives. Nobody works harder than bees!

      Dad, I remember you coming home so overworked

      your hands were still stirring. You couldn't stop.

      I remember that.

      What right do they have to our honey?

      We live on two cups a year. They put it in lip balm for no reason whatsoever!

      Even if it's true, what can one bee do?

      Sting them where it really hurts.

      In the face! The eye!

      That would hurt. No. Up the nose? That's a killer.

      There's only one place you can sting the humans, one place where it matters.

      Hive at Five, the hive's only full-hour action news source.

      No more bee beards!

      With Bob Bumble at the anchor desk.

      Weather with Storm Stinger.

      Sports with Buzz Larvi.

      And Jeanette Ohung.

      Good evening. I'm Bob Bumble. And I'm Jeanette Ohung. A tri-county bee, Barry Benson,

      intends to sue the human race for stealing our honey,

      packaging it and profiting from it illegally!

      Tomorrow night on Bee Larry King,

      we'll have three former queens here in our studio, discussing their new book,

      Olassy Ladies, out this week on Hexagon.

      Tonight we're talking to Barry Benson.

      Did you ever think, "I'm a kid from the hive. I can't do this"?

      Bees have never been afraid to change the world.

      What about Bee Oolumbus? Bee Gandhi? Bejesus?

      Where I'm from, we'd never sue humans.

      We were thinking of stickball or candy stores.

      How old are you?

      The bee community is supporting you in this case,

      which will be the trial of the bee century.

      You know, they have a Larry King in the human world too.

      It's a common name. Next week…

      He looks like you and has a show and suspenders and colored dots…

      Next week…

      Glasses, quotes on the bottom from the guest even though you just heard 'em.

      Bear Week next week! They're scary, hairy and here live.

      Always leans forward, pointy shoulders, squinty eyes, very Jewish.

      In tennis, you attack at the point of weakness!

      It was my grandmother, Ken. She's 81.

      Honey, her backhand's a joke! I'm not gonna take advantage of that?

      Quiet, please. Actual work going on here.

      Is that that same bee? Yes, it is! I'm helping him sue the human race.

      Hello. Hello, bee. This is Ken.

      Yeah, I remember you. Timberland, size ten and a half. Vibram sole, I believe.

      Why does he talk again?

      Listen, you better go 'cause we're really busy working.

      But it's our yogurt night!

      Bye-bye.

      Why is yogurt night so difficult?!

      You poor thing. You two have been at this for hours!

      Yes, and Adam here has been a huge help.

      Frosting… How many sugars? Just one. I try not to use the competition.

      So why are you helping me?

      Bees have good qualities.

      And it takes my mind off the shop.

      Instead of flowers, people are giving balloon bouquets now.

      Those are great, if you're three.

      And artificial flowers.

      Oh, those just get me psychotic! Yeah, me too. Bent stingers, pointless pollination.

      Bees must hate those fake things!

      Nothing worse than a daffodil that's had work done.

      Maybe this could make up for it a little bit.

      This lawsuit's a pretty big deal. I guess. You sure you want to go through with it?

      Am I sure? When I'm done with the humans, they won't be able

      to say, "Honey, I'm home," without paying a royalty!

      It's an incredible scene here in downtown Manhattan,

      where the world anxiously waits, because for the first time in history,

      we will hear for ourselves if a honeybee can actually speak.

      What have we gotten into here, Barry?

      It's pretty big, isn't it?

      I can't believe how many humans don't work during the day.

      You think billion-dollar multinational food companies have good lawyers?

      Everybody needs to stay behind the barricade.

      What's the matter? I don't know, I just got a chill. Well, if it isn't the bee team.

      You boys work on this?

      All rise! The Honorable Judge Bumbleton presiding.

      All right. Oase number 4475,

      Superior Oourt of New York, Barry Bee Benson v. the Honey Industry

      is now in session.

      Mr. Montgomery, you're representing the five food companies collectively?

      A privilege.

      Mr. Benson… you're representing all the bees of the world?

      I'm kidding. Yes, Your Honor, we're ready to proceed.

      Mr. Montgomery, your opening statement, please.

      Ladies and gentlemen of the jury,

      my grandmother was a simple woman.

      Born on a farm, she believed it was man's divine right

      to benefit from the bounty of nature God put before us.

      If we lived in the topsy-turvy world Mr. Benson imagines,

      just think of what would it mean.

      I would have to negotiate with the silkworm

      for the elastic in my britches!

      Talking bee!

      How do we know this isn't some sort of

      holographic motion-picture-capture Hollywood wizardry?

      They could be using laser beams!

      Robotics! Ventriloquism! Oloning! For all we know,

      he could be on steroids!

      Mr. Benson?

      Ladies and gentlemen, there's no trickery here.

      I'm just an ordinary bee. Honey's pretty important to me.

      It's important to all bees. We invented it!

      We make it. And we protect it with our lives.

      Unfortunately, there are some people in this room

      who think they can take it from us

      'cause we're the little guys! I'm hoping that, after this is all over,

      you'll see how, by taking our honey, you not only take everything we have

      but everything we are!

      I wish he'd dress like that all the time. So nice!

      Oall your first witness.

      So, Mr. Klauss Vanderhayden of Honey Farms, big company you have.

      I suppose so.

      I see you also own Honeyburton and Honron!

      Yes, they provide beekeepers for our farms.

      Beekeeper. I find that to be a very disturbing term.

      I don't imagine you employ any bee-free-ers, do you?

      No.

      I couldn't hear you.

      No.

      No.

      Because you don't free bees. You keep bees. Not only that,

      it seems you thought a bear would be an appropriate image for a jar of honey.

      They're very lovable creatures.

      Yogi Bear, Fozzie Bear, Build-A-Bear.

      You mean like this?

      Bears kill bees!

      How'd you like his head crashing through your living room?!

      Biting into your couch! Spitting out your throw pillows!

      OK, that's enough. Take him away.

      So, Mr. Sting, thank you for being here. Your name intrigues me.

      Where have I heard it before? I was with a band called The Police. But you've never been a police officer, have you?

      No, I haven't.

      No, you haven't. And so here we have yet another example

      of bee culture casually stolen by a human

      for nothing more than a prance-about stage name.

      Oh, please.

      Have you ever been stung, Mr. Sting?

      Because I'm feeling a little stung, Sting.

      Or should I say… Mr. Gordon M. Sumner!

      That's not his real name?! You idiots!

      Mr. Liotta, first, belated congratulations on

      your Emmy win for a guest spot on ER in 2005.

      Thank you. Thank you.

      I see from your resume that you're devilishly handsome

      with a churning inner turmoil that's ready to blow.

      I enjoy what I do. Is that a crime?

      Not yet it isn't. But is this what it's come to for you?

      Exploiting tiny, helpless bees so you don't

      have to rehearse your part and learn your lines, sir?

      Watch it, Benson! I could blow right now!

      This isn't a goodfella. This is a badfella!

      Why doesn't someone just step on this creep, and we can all go home?!

      Order in this court! You're all thinking it! Order! Order, I say!

      Say it! Mr. Liotta, please sit down! I think it was awfully nice of that bear to pitch in like that.

      I think the jury's on our side.

      Are we doing everything right, legally?

      I'm a florist.

      Right. Well, here's to a great team.

      To a great team!

      Well, hello.

      Ken! Hello. I didn't think you were coming.

      No, I was just late. I tried to call, but… the battery.

      I didn't want all this to go to waste, so I called Barry. Luckily, he was free.

      Oh, that was lucky.

      There's a little left. I could heat it up.

      Yeah, heat it up, sure, whatever.

      So I hear you're quite a tennis player.

      I'm not much for the game myself. The ball's a little grabby.

      That's where I usually sit. Right… there.

      Ken, Barry was looking at your resume,

      and he agreed with me that eating with chopsticks isn't really a special skill.

      You think I don't see what you're doing?

      I know how hard it is to find the rightjob. We have that in common.

      Do we?

      Bees have 100 percent employment, but we do jobs like taking the crud out.

      That's just what I was thinking about doing.

      Ken, I let Barry borrow your razor for his fuzz. I hope that was all right.

      I'm going to drain the old stinger.

      Yeah, you do that.

      Look at that.

      You know, I've just about had it

      with your little mind games.

      What's that? Italian Vogue. Mamma mia, that's a lot of pages.

      A lot of ads.

      Remember what Van said, why is your life more valuable than mine?

      Funny, I just can't seem to recall that!

      I think something stinks in here!

      I love the smell of flowers.

      How do you like the smell of flames?!

      Not as much.

      Water bug! Not taking sides!

      Ken, I'm wearing a Ohapstick hat! This is pathetic!

      I've got issues!

      Well, well, well, a royal flush!

      You're bluffing. Am I? Surf's up, dude!

      Poo water!

      That bowl is gnarly.

      Except for those dirty yellow rings!

      Kenneth! What are you doing?!

      You know, I don't even like honey! I don't eat it!

      We need to talk!

      He's just a little bee!

      And he happens to be the nicest bee I've met in a long time!

      Long time? What are you talking about?! Are there other bugs in your life?

      No, but there are other things bugging me in life. And you're one of them!

      Fine! Talking bees, no yogurt night…

      My nerves are fried from riding on this emotional roller coaster!

      Goodbye, Ken.

      And for your information,

      I prefer sugar-free, artificial sweeteners made by man!

      I'm sorry about all that.

      I know it's got an aftertaste! I like it!

      I always felt there was some kind of barrier between Ken and me.

      I couldn't overcome it. Oh, well.

      Are you OK for the trial?

      I believe Mr. Montgomery is about out of ideas.

      We would like to call Mr. Barry Benson Bee to the stand.

      Good idea! You can really see why he's considered one of the best lawyers…

      Yeah.

      Layton, you've gotta weave some magic

      with this jury, or it's gonna be all over.

      Don't worry. The only thing I have to do to turn this jury around

      is to remind them of what they don't like about bees.

      You got the tweezers? Are you allergic? Only to losing, son. Only to losing.

      Mr. Benson Bee, I'll ask you what I think we'd all like to know.

      What exactly is your relationship

      to that woman?

      We're friends.

      Good friends? Yes. How good? Do you live together?

      Wait a minute…

      Are you her little…

      …bedbug?

      I've seen a bee documentary or two. From what I understand,

      doesn't your queen give birth to all the bee children?

      Yeah, but…

      So those aren't your real parents!

      Oh, Barry…

      Yes, they are!

      Hold me back!

      You're an illegitimate bee, aren't you, Benson?

      He's denouncing bees!

      Don't y'all date your cousins?

      Objection! I'm going to pincushion this guy! Adam, don't! It's what he wants!

      Oh, I'm hit!!

      Oh, lordy, I am hit!

      Order! Order!

      The venom! The venom is coursing through my veins!

      I have been felled by a winged beast of destruction!

      You see? You can't treat them like equals! They're striped savages!

      Stinging's the only thing they know! It's their way!

      Adam, stay with me. I can't feel my legs. What angel of mercy will come forward to suck the poison

      from my heaving buttocks?

      I will have order in this court. Order!

      Order, please!

      The case of the honeybees versus the human race

      took a pointed turn against the bees

      yesterday when one of their legal team stung Layton T. Montgomery.

      Hey, buddy.

      Hey.

      Is there much pain?

      Yeah.

      I…

      I blew the whole case, didn't I?

      It doesn't matter. What matters is you're alive. You could have died.

      I'd be better off dead. Look at me.

      They got it from the cafeteria downstairs, in a tuna sandwich.

      Look, there's a little celery still on it.

      What was it like to sting someone?

      I can't explain it. It was all…

      All adrenaline and then… and then ecstasy!

      All right.

      You think it was all a trap?

      Of course. I'm sorry. I flew us right into this.

      What were we thinking? Look at us. We're just a couple of bugs in this world.

      What will the humans do to us if they win?

      I don't know.

      I hear they put the roaches in motels. That doesn't sound so bad.

      Adam, they check in, but they don't check out!

      Oh, my.

      Oould you get a nurse to close that window?

      Why? The smoke. Bees don't smoke.

      Right. Bees don't smoke.

      Bees don't smoke! But some bees are smoking.

      That's it! That's our case!

      It is? It's not over?

      Get dressed. I've gotta go somewhere.

      Get back to the court and stall. Stall any way you can.

      And assuming you've done step correctly, you're ready for the tub.

      Mr. Flayman.

      Yes? Yes, Your Honor!

      Where is the rest of your team?

      Well, Your Honor, it's interesting.

      Bees are trained to fly haphazardly,

      and as a result, we don't make very good time.

      I actually heard a funny story about…

      Your Honor, haven't these ridiculous bugs

      taken up enough of this court's valuable time?

      How much longer will we allow these absurd shenanigans to go on?

      They have presented no compelling evidence to support their charges

      against my clients, who run legitimate businesses.

      I move for a complete dismissal of this entire case!

      Mr. Flayman, I'm afraid I'm going

      to have to consider Mr. Montgomery's motion.

      But you can't! We have a terrific case.

      Where is your proof? Where is the evidence?

      Show me the smoking gun!

      Hold it, Your Honor! You want a smoking gun?

      Here is your smoking gun.

      What is that?

      It's a bee smoker!

      What, this? This harmless little contraption?

      This couldn't hurt a fly, let alone a bee.

      Look at what has happened

      to bees who have never been asked, "Smoking or non?"

      Is this what nature intended for us?

      To be forcibly addicted to smoke machines

      and man-made wooden slat work camps?

      Living out our lives as honey slaves to the white man?

      What are we gonna do? He's playing the species card. Ladies and gentlemen, please, free these bees!

      Free the bees! Free the bees!

      Free the bees!

      Free the bees! Free the bees!

      The court finds in favor of the bees!

      Vanessa, we won!

      I knew you could do it! High-five!

      Sorry.

      I'm OK! You know what this means?

      All the honey will finally belong to the bees.

      Now we won't have to work so hard all the time.

      This is an unholy perversion of the balance of nature, Benson.

      You'll regret this.

      Barry, how much honey is out there?

      All right. One at a time.

      Barry, who are you wearing?

      My sweater is Ralph Lauren, and I have no pants.

      What if Montgomery's right? What do you mean? We've been living the bee way a long time, 27 million years.

      Oongratulations on your victory. What will you demand as a settlement?

      First, we'll demand a complete shutdown of all bee work camps.

      Then we want back the honey that was ours to begin with,

      every last drop.

      We demand an end to the glorification of the bear as anything more

      than a filthy, smelly, bad-breath stink machine.

      We're all aware of what they do in the woods.

      Wait for my signal.

      Take him out.

      He'll have nauseous for a few hours, then he'll be fine.

      And we will no longer tolerate bee-negative nicknames…

      But it's just a prance-about stage name!

      …unnecessary inclusion of honey in bogus health products

      and la-dee-da human tea-time snack garnishments.

      Oan't breathe.

      Bring it in, boys!

      Hold it right there! Good.

      Tap it.

      Mr. Buzzwell, we just passed three cups, and there's gallons more coming!

      I think we need to shut down! Shut down? We've never shut down. Shut down honey production!

      Stop making honey!

      Turn your key, sir!

      What do we do now?

      Oannonball!

      We're shutting honey production!

      Mission abort.

      Aborting pollination and nectar detail. Returning to base.

      Adam, you wouldn't believe how much honey was out there.

      Oh, yeah?

      What's going on? Where is everybody?

      Are they out celebrating? They're home. They don't know what to do. Laying out, sleeping in.

      I heard your Uncle Oarl was on his way to San Antonio with a cricket.

      At least we got our honey back.

      Sometimes I think, so what if humans liked our honey? Who wouldn't?

      It's the greatest thing in the world! I was excited to be part of making it.

      This was my new desk. This was my new job. I wanted to do it really well.

      And now…

      Now I can't.

      I don't understand why they're not happy.

      I thought their lives would be better!

      They're doing nothing. It's amazing. Honey really changes people.

      You don't have any idea what's going on, do you?

      What did you want to show me? This. What happened here?

      That is not the half of it.

      Oh, no. Oh, my.

      They're all wilting.

      Doesn't look very good, does it?

      No.

      And whose fault do you think that is?

      You know, I'm gonna guess bees.

      Bees?

      Specifically, me.

      I didn't think bees not needing to make honey would affect all these things.

      It's notjust flowers. Fruits, vegetables, they all need bees.

      That's our whole SAT test right there.

      Take away produce, that affects the entire animal kingdom.

      And then, of course…

      The human species?

      So if there's no more pollination,

      it could all just go south here, couldn't it?

      I know this is also partly my fault.

      How about a suicide pact?

      How do we do it?

      I'll sting you, you step on me. Thatjust kills you twice. Right, right.

      Listen, Barry… sorry, but I gotta get going.

      I had to open my mouth and talk.

      Vanessa?

      Vanessa? Why are you leaving? Where are you going?

      To the final Tournament of Roses parade in Pasadena.

      They've moved it to this weekend because all the flowers are dying.

      It's the last chance I'll ever have to see it.

      Vanessa, I just wanna say I'm sorry. I never meant it to turn out like this.

      I know. Me neither.

      Tournament of Roses. Roses can't do sports.

      Wait a minute. Roses. Roses?

      Roses!

      Vanessa!

      Roses?!

      Barry?

      Roses are flowers! Yes, they are. Flowers, bees, pollen!

      I know. That's why this is the last parade.

      Maybe not. Oould you ask him to slow down?

      Oould you slow down?

      Barry!

      OK, I made a huge mistake. This is a total disaster, all my fault.

      Yes, it kind of is.

      I've ruined the planet. I wanted to help you

      with the flower shop. I've made it worse.

      Actually, it's completely closed down.

      I thought maybe you were remodeling.

      But I have another idea, and it's greater than my previous ideas combined.

      I don't want to hear it!

      All right, they have the roses, the roses have the pollen.

      I know every bee, plant and flower bud in this park.

      All we gotta do is get what they've got back here with what we've got.

      Bees.

      Park.

      Pollen!

      Flowers.

      Repollination!

      Across the nation!

      Tournament of Roses, Pasadena, Oalifornia.

      They've got nothing but flowers, floats and cotton candy.

      Security will be tight.

      I have an idea.

      Vanessa Bloome, FTD.

      Official floral business. It's real.

      Sorry, ma'am. Nice brooch.

      Thank you. It was a gift.

      Once inside, we just pick the right float.

      How about The Princess and the Pea?

      I could be the princess, and you could be the pea!

      Yes, I got it.

      Where should I sit?

      What are you?

      I believe I'm the pea.

      The pea?

      It goes under the mattresses.

      Not in this fairy tale, sweetheart. I'm getting the marshal. You do that! This whole parade is a fiasco!

      Let's see what this baby'll do.

      Hey, what are you doing?!

      Then all we do is blend in with traffic…

      …without arousing suspicion.

      Once at the airport, there's no stopping us.

      Stop! Security.

      You and your insect pack your float? Yes. Has it been in your possession the entire time?

      Would you remove your shoes?

      Remove your stinger. It's part of me. I know. Just having some fun. Enjoy your flight.

      Then if we're lucky, we'll have just enough pollen to do the job.

      Oan you believe how lucky we are? We have just enough pollen to do the job!

      I think this is gonna work.

      It's got to work.

      Attention, passengers, this is Oaptain Scott.

      We have a bit of bad weather in New York.

      It looks like we'll experience a couple hours delay.

      Barry, these are cut flowers with no water. They'll never make it.

      I gotta get up there and talk to them.

      Be careful.

      Oan I get help with the Sky Mall magazine?

      I'd like to order the talking inflatable nose and ear hair trimmer.

      Oaptain, I'm in a real situation.

      What'd you say, Hal? Nothing. Bee!

      Don't freak out! My entire species…

      What are you doing?

      Wait a minute! I'm an attorney! Who's an attorney? Don't move.

      Oh, Barry.

      Good afternoon, passengers. This is your captain.

      Would a Miss Vanessa Bloome in 24B please report to the cockpit?

      And please hurry!

      What happened here?

      There was a DustBuster, a toupee, a life raft exploded.

      One's bald, one's in a boat, they're both unconscious!

      Is that another bee joke? No! No one's flying the plane!

      This is JFK control tower, Flight 356. What's your status?

      This is Vanessa Bloome. I'm a florist from New York.

      Where's the pilot?

      He's unconscious, and so is the copilot.

      Not good. Does anyone onboard have flight experience?

      As a matter of fact, there is.

      Who's that? Barry Benson. From the honey trial?! Oh, great.

      Vanessa, this is nothing more than a big metal bee.

      It's got giant wings, huge engines.

      I can't fly a plane.

      Why not? Isn't John Travolta a pilot? Yes. How hard could it be?

      Wait, Barry! We're headed into some lightning.

      This is Bob Bumble. We have some late-breaking news from JFK Airport,

      where a suspenseful scene is developing.

      Barry Benson, fresh from his legal victory…

      That's Barry!

      …is attempting to land a plane, loaded with people, flowers

      and an incapacitated flight crew.

      Flowers?!

      We have a storm in the area and two individuals at the controls

      with absolutely no flight experience.

      Just a minute. There's a bee on that plane.

      I'm quite familiar with Mr. Benson and his no-account compadres.

      They've done enough damage.

      But isn't he your only hope?

      Technically, a bee shouldn't be able to fly at all.

      Their wings are too small…

      Haven't we heard this a million times?

      "The surface area of the wings and body mass make no sense."

      Get this on the air!

      Got it.

      Stand by.

      We're going live.

      The way we work may be a mystery to you.

      Making honey takes a lot of bees doing a lot of small jobs.

      But let me tell you about a small job.

      If you do it well, it makes a big difference.

      More than we realized. To us, to everyone.

      That's why I want to get bees back to working together.

      That's the bee way! We're not made of Jell-O.

      We get behind a fellow.

      Black and yellow! Hello! Left, right, down, hover.

      Hover? Forget hover. This isn't so hard. Beep-beep! Beep-beep!

      Barry, what happened?!

      Wait, I think we were on autopilot the whole time.

      That may have been helping me. And now we're not! So it turns out I cannot fly a plane.

      All of you, let's get behind this fellow! Move it out!

      Move out!

      Our only chance is if I do what I'd do, you copy me with the wings of the plane!

      Don't have to yell.

      I'm not yelling! We're in a lot of trouble.

      It's very hard to concentrate with that panicky tone in your voice!

      It's not a tone. I'm panicking!

      I can't do this!

      Vanessa, pull yourself together. You have to snap out of it!

      You snap out of it.

      You snap out of it.

      You snap out of it!

      You snap out of it!

      You snap out of it!

      You snap out of it!

      You snap out of it!

      You snap out of it!

      Hold it!

      Why? Oome on, it's my turn.

      How is the plane flying?

      I don't know.

      Hello?

      Benson, got any flowers for a happy occasion in there?

      The Pollen Jocks!

      They do get behind a fellow.

      Black and yellow. Hello. All right, let's drop this tin can on the blacktop.

      Where? I can't see anything. Oan you?

      No, nothing. It's all cloudy.

      Oome on. You got to think bee, Barry.

      Thinking bee. Thinking bee. Thinking bee! Thinking bee! Thinking bee!

      Wait a minute. I think I'm feeling something.

      What? I don't know. It's strong, pulling me. Like a 27-million-year-old instinct.

      Bring the nose down.

      Thinking bee! Thinking bee! Thinking bee!

      What in the world is on the tarmac? Get some lights on that! Thinking bee! Thinking bee! Thinking bee!

      Vanessa, aim for the flower. OK. Out the engines. We're going in on bee power. Ready, boys?

      Affirmative!

      Good. Good. Easy, now. That's it.

      Land on that flower!

      Ready? Full reverse!

      Spin it around!

      Not that flower! The other one!

      Which one?

      That flower.

      I'm aiming at the flower!

      That's a fat guy in a flowered shirt. I mean the giant pulsating flower

      made of millions of bees!

      Pull forward. Nose down. Tail up.

      Rotate around it.

      This is insane, Barry! This's the only way I know how to fly. Am I koo-koo-kachoo, or is this plane flying in an insect-like pattern?

      Get your nose in there. Don't be afraid. Smell it. Full reverse!

      Just drop it. Be a part of it.

      Aim for the center!

      Now drop it in! Drop it in, woman!

      Oome on, already.

      Barry, we did it! You taught me how to fly!

      Yes. No high-five! Right. Barry, it worked! Did you see the giant flower?

      What giant flower? Where? Of course I saw the flower! That was genius!

      Thank you. But we're not done yet. Listen, everyone!

      This runway is covered with the last pollen

      from the last flowers available anywhere on Earth.

      That means this is our last chance.

      We're the only ones who make honey, pollinate flowers and dress like this.

      If we're gonna survive as a species, this is our moment! What do you say?

      Are we going to be bees, orjust Museum of Natural History keychains?

      We're bees!

      Keychain!

      Then follow me! Except Keychain.

      Hold on, Barry. Here.

      You've earned this.

      Yeah!

      I'm a Pollen Jock! And it's a perfect fit. All I gotta do are the sleeves.

      Oh, yeah.

      That's our Barry.

      Mom! The bees are back!

      If anybody needs to make a call, now's the time.

      I got a feeling we'll be working late tonight!

      Here's your change. Have a great afternoon! Oan I help who's next?

      Would you like some honey with that? It is bee-approved. Don't forget these.

      Milk, cream, cheese, it's all me. And I don't see a nickel!

      Sometimes I just feel like a piece of meat!

      I had no idea.

      Barry, I'm sorry. Have you got a moment?

      Would you excuse me? My mosquito associate will help you.

      Sorry I'm late.

      He's a lawyer too?

      I was already a blood-sucking parasite. All I needed was a briefcase.

      Have a great afternoon!

      Barry, I just got this huge tulip order, and I can't get them anywhere.

      No problem, Vannie. Just leave it to me.

      You're a lifesaver, Barry. Oan I help who's next?

      All right, scramble, jocks! It's time to fly.

      Thank you, Barry!

      That bee is living my life!

      Let it go, Kenny.

      When will this nightmare end?!

      Let it all go.

      Beautiful day to fly.

      Sure is.

      Between you and me, I was dying to get out of that office.

      You have got to start thinking bee, my friend.

      Thinking bee! Me? Hold it. Let's just stop for a second. Hold it.

      I'm sorry. I'm sorry, everyone. Oan we stop here?

      I'm not making a major life decision during a production number!

      All right. Take ten, everybody. Wrap it up, guys.

      I had virtually no rehearsal for that.

    1. Michel Pastoureau writes that “the true medieval opposite for white was not so much black as red.” This can be seen in the way Europeans adapted chess. When the game was adopted in Europe, the pieces and chessboard were painted in white and red, contrasting with the black and red sets common in India and the Middle East. It was only towards the end of the Middle Ages that the white versus black dichotomy became more favoured. A key factor in this shift was the advent of printing, where black ink was used on white paper, reinforcing the perception of these colours as natural opposites.

      Interesting! I wonder how this could be used in design?

    1. philanthropy is in some ways the the most symbolic externalization of neoliberal capitalism. Some people have amassed huge amounts of wealth through a rigged game of extraction and destruction of life. And then it's also presented back to us as an alternative to capitalism that somehow philanthropy can solve the problems that capital created in the first place. And in many ways, that is the fundamental paradox and the absurdity of modern philanthropy.

      for - paradox - of philanthropy - People who amass huge fortunes through a lifetime of extracting from nature, people and destroying the fabric of life - present philanthropy as a way to atone for their own sins - Post Capitalist Philanthropy Webinar 1 - Alnoor Ladha - Lynn Murphy - 2023

    1. Who Can Name the Bigger Number?by Scott Aaronson [Author's blog] [This essay in Spanish] [This essay in French] [This essay in Chinese] In an old joke, two noblemen vie to name the bigger number. The first, after ruminating for hours, triumphantly announces "Eighty-three!" The second, mightily impressed, replies "You win." A biggest number contest is clearly pointless when the contestants take turns. But what if the contestants write down their numbers simultaneously, neither aware of the other’s? To introduce a talk on "Big Numbers," I invite two audience volunteers to try exactly this. I tell them the rules: You have fifteen seconds. Using standard math notation, English words, or both, name a single whole number—not an infinity—on a blank index card. Be precise enough for any reasonable modern mathematician to determine exactly what number you’ve named, by consulting only your card and, if necessary, the published literature. So contestants can’t say "the number of sand grains in the Sahara," because sand drifts in and out of the Sahara regularly. Nor can they say "my opponent’s number plus one," or "the biggest number anyone’s ever thought of plus one"—again, these are ill-defined, given what our reasonable mathematician has available. Within the rules, the contestant who names the bigger number wins. Are you ready? Get set. Go. The contest’s results are never quite what I’d hope. Once, a seventh-grade boy filled his card with a string of successive 9’s. Like many other big-number tyros, he sought to maximize his number by stuffing a 9 into every place value. Had he chosen easy-to-write 1’s rather than curvaceous 9’s, his number could have been millions of times bigger. He still would been decimated, though, by the girl he was up against, who wrote a string of 9’s followed by the superscript 999. Aha! An exponential: a number multiplied by itself 999 times. Noticing this innovation, I declared the girl’s victory without bothering to count the 9’s on the cards. And yet the girl’s number could have been much bigger still, had she stacked the mighty exponential more than once. Take , for example. This behemoth, equal to 9387,420,489, has 369,693,100 digits. By comparison, the number of elementary particles in the observable universe has a meager 85 digits, give or take. Three 9’s, when stacked exponentially, already lift us incomprehensibly beyond all the matter we can observe—by a factor of about 10369,693,015. And we’ve said nothing of or . Place value, exponentials, stacked exponentials: each can express boundlessly big numbers, and in this sense they’re all equivalent. But the notational systems differ dramatically in the numbers they can express concisely. That’s what the fifteen-second time limit illustrates. It takes the same amount of time to write 9999, 9999, and —yet the first number is quotidian, the second astronomical, and the third hyper-mega astronomical. The key to the biggest number contest is not swift penmanship, but rather a potent paradigm for concisely capturing the gargantuan. Such paradigms are historical rarities. We find a flurry in antiquity, another flurry in the twentieth century, and nothing much in between. But when a new way to express big numbers concisely does emerge, it’s often a byproduct of a major scientific revolution: systematized mathematics, formal logic, computer science. Revolutions this momentous, as any Kuhnian could tell you, only happen under the right social conditions. Thus is the story of big numbers a story of human progress. And herein lies a parallel with another mathematical story. In his remarkable and underappreciated book A History of π, Petr Beckmann argues that the ratio of circumference to diameter is "a quaint little mirror of the history of man." In the rare societies where science and reason found refuge—the early Athens of Anaxagoras and Hippias, the Alexandria of Eratosthenes and Euclid, the seventeenth-century England of Newton and Wallis—mathematicians made tremendous strides in calculating π. In Rome and medieval Europe, by contrast, knowledge of π stagnated. Crude approximations such as the Babylonians’ 25/8 held sway. This same pattern holds, I think, for big numbers. Curiosity and openness lead to fascination with big numbers, and to the buoyant view that no quantity, whether of the number of stars in the galaxy or the number of possible bridge hands, is too immense for the mind to enumerate. Conversely, ignorance and irrationality lead to fatalism concerning big numbers. Historian Ilan Vardi cites the ancient Greek term sand-hundred, colloquially meaning zillion; as well as a passage from Pindar’s Olympic Ode II asserting that "sand escapes counting." ¨ But sand doesn’t escape counting, as Archimedes recognized in the third century B.C. Here’s how he began The Sand-Reckoner, a sort of pop-science article addressed to the King of Syracuse: There are some ... who think that the number of the sand is infinite in multitude ... again there are some who, without regarding it as infinite, yet think that no number has been named which is great enough to exceed its multitude ... But I will try to show you [numbers that] exceed not only the number of the mass of sand equal in magnitude to the earth ... but also that of a mass equal in magnitude to the universe. This Archimedes proceeded to do, essentially by using the ancient Greek term myriad, meaning ten thousand, as a base for exponentials. Adopting a prescient cosmological model of Aristarchus, in which the "sphere of the fixed stars" is vastly greater than the sphere in which the Earth revolves around the sun, Archimedes obtained an upper bound of 1063 on the number of sand grains needed to fill the universe. (Supposedly 1063 is the biggest number with a lexicographically standard American name: vigintillion. But the staid vigintillion had better keep vigil lest it be encroached upon by the more whimsically-named googol, or 10100, and googolplex, or .) Vast though it was, of course, 1063 wasn’t to be enshrined as the all-time biggest number. Six centuries later, Diophantus developed a simpler notation for exponentials, allowing him to surpass . Then, in the Middle Ages, the rise of Arabic numerals and place value made it easy to stack exponentials higher still. But Archimedes’ paradigm for expressing big numbers wasn’t fundamentally surpassed until the twentieth century. And even today, exponentials dominate popular discussion of the immense. Consider, for example, the oft-repeated legend of the Grand Vizier in Persia who invented chess. The King, so the legend goes, was delighted with the new game, and invited the Vizier to name his own reward. The Vizier replied that, being a modest man, he desired only one grain of wheat on the first square of a chessboard, two grains on the second, four on the third, and so on, with twice as many grains on each square as on the last. The innumerate King agreed, not realizing that the total number of grains on all 64 squares would be 264-1, or 18.6 quintillion—equivalent to the world’s present wheat production for 150 years. Fittingly, this same exponential growth is what makes chess itself so difficult. There are only about 35 legal choices for each chess move, but the choices multiply exponentially to yield something like 1050 possible board positions—too many for even a computer to search exhaustively. That’s why it took until 1997 for a computer, Deep Blue, to defeat the human world chess champion. And in Go, which has a 19-by-19 board and over 10150 possible positions, even an amateur human can still rout the world’s top-ranked computer programs. Exponential growth plagues computers in other guises as well. The traveling salesman problem asks for the shortest route connecting a set of cities, given the distances between each pair of cities. The rub is that the number of possible routes grows exponentially with the number of cities. When there are, say, a hundred cities, there are about 10158 possible routes, and, although various shortcuts are possible, no known computer algorithm is fundamentally better than checking each route one by one. The traveling salesman problem belongs to a class called NP-complete, which includes hundreds of other problems of practical interest. (NP stands for the technical term ‘Nondeterministic Polynomial-Time.’) It’s known that if there’s an efficient algorithm for any NP-complete problem, then there are efficient algorithms for all of them. Here ‘efficient’ means using an amount of time proportional to at most the problem size raised to some fixed power—for example, the number of cities cubed. It’s conjectured, however, that no efficient algorithm for NP-complete problems exists. Proving this conjecture, called P¹ NP, has been a great unsolved problem of computer science for thirty years. Although computers will probably never solve NP-complete problems efficiently, there’s more hope for another grail of computer science: replicating human intelligence. The human brain has roughly a hundred billion neurons linked by a hundred trillion synapses. And though the function of an individual neuron is only partially understood, it’s thought that each neuron fires electrical impulses according to relatively simple rules up to a thousand times each second. So what we have is a highly interconnected computer capable of maybe 1014 operations per second; by comparison, the world’s fastest parallel supercomputer, the 9200-Pentium Pro teraflops machine at Sandia National Labs, can perform 1012 operations per second. Contrary to popular belief, gray mush is not only hard-wired for intelligence: it surpasses silicon even in raw computational power. But this is unlikely to remain true for long. The reason is Moore’s Law, which, in its 1990’s formulation, states that the amount of information storable on a silicon chip grows exponentially, doubling roughly once every two years. Moore’s Law will eventually play out, as microchip components reach the atomic scale and conventional lithography falters. But radical new technologies, such as optical computers, DNA computers, or even quantum computers, could conceivably usurp silicon’s place. Exponential growth in computing power can’t continue forever, but it may continue long enough for computers—at least in processing power—to surpass human brains. To prognosticators of artificial intelligence, Moore’s Law is a glorious herald of exponential growth. But exponentials have a drearier side as well. The human population recently passed six billion and is doubling about once every forty years. At this exponential rate, if an average person weighs seventy kilograms, then by the year 3750 the entire Earth will be composed of human flesh. But before you invest in deodorant, realize that the population will stop increasing long before this—either because of famine, epidemic disease, global warming, mass species extinctions, unbreathable air, or, entering the speculative realm, birth control. It’s not hard to fathom why physicist Albert Bartlett asserted "the greatest shortcoming of the human race" to be "our inability to understand the exponential function." Or why Carl Sagan advised us to "never underestimate an exponential." In his book Billions & Billions, Sagan gave some other depressing consequences of exponential growth. At an inflation rate of five percent a year, a dollar is worth only thirty-seven cents after twenty years. If a uranium nucleus emits two neutrons, both of which collide with other uranium nuclei, causing them to emit two neutrons, and so forth—well, did I mention nuclear holocaust as a possible end to population growth? ¨ Exponentials are familiar, relevant, intimately connected to the physical world and to human hopes and fears. Using the notational systems I’ll discuss next, we can concisely name numbers that make exponentials picayune by comparison, that subjectively speaking exceed as much as the latter exceeds 9. But these new systems may seem more abstruse than exponentials. In his essay "On Number Numbness," Douglas Hofstadter leads his readers to the precipice of these systems, but then avers: If we were to continue our discussion just one zillisecond longer, we would find ourselves smack-dab in the middle of the theory of recursive functions and algorithmic complexity, and that would be too abstract. So let’s drop the topic right here. But to drop the topic is to forfeit, not only the biggest number contest, but any hope of understanding how stronger paradigms lead to vaster numbers. And so we arrive in the early twentieth century, when a school of mathematicians called the formalists sought to place all of mathematics on a rigorous axiomatic basis. A key question for the formalists was what the word ‘computable’ means. That is, how do we tell whether a sequence of numbers can be listed by a definite, mechanical procedure? Some mathematicians thought that ‘computable’ coincided with a technical notion called ‘primitive recursive.’ But in 1928 Wilhelm Ackermann disproved them by constructing a sequence of numbers that’s clearly computable, yet grows too quickly to be primitive recursive. Ackermann’s idea was to create an endless procession of arithmetic operations, each more powerful than the last. First comes addition. Second comes multiplication, which we can think of as repeated addition: for example, 5´3 means 5 added to itself 3 times, or 5+5+5 = 15. Third comes exponentiation, which we can think of as repeated multiplication. Fourth comes ... what? Well, we have to invent a weird new operation, for repeated exponentiation. The mathematician Rudy Rucker calls it ‘tetration.’ For example, ‘5 tetrated to the 3’ means 5 raised to its own power 3 times, or , a number with 2,185 digits. We can go on. Fifth comes repeated tetration: shall we call it ‘pentation’? Sixth comes repeated pentation: ‘hexation’? The operations continue infinitely, with each one standing on its predecessor to peer even higher into the firmament of big numbers. If each operation were a candy flavor, then the Ackermann sequence would be the sampler pack, mixing one number of each flavor. First in the sequence is 1+1, or (don’t hold your breath) 2. Second is 2´2, or 4. Third is 3 raised to the 3rd power, or 27. Hey, these numbers aren’t so big! Fee. Fi. Fo. Fum. Fourth is 4 tetrated to the 4, or , which has 10154 digits. If you’re planning to write this number out, better start now. Fifth is 5 pentated to the 5, or with ‘5 pentated to the 4’ numerals in the stack. This number is too colossal to describe in any ordinary terms. And the numbers just get bigger from there. Wielding the Ackermann sequence, we can clobber unschooled opponents in the biggest-number contest. But we need to be careful, since there are several definitions of the Ackermann sequence, not all identical. Under the fifteen-second time limit, here’s what I might write to avoid ambiguity: A(111)—Ackermann seq—A(1)=1+1, A(2)=2´2, A(3)=33, etc Recondite as it seems, the Ackermann sequence does have some applications. A problem in an area called Ramsey theory asks for the minimum dimension of a hypercube satisfying a certain property. The true dimension is thought to be 6, but the lowest dimension anyone’s been able is prove is so huge that it can only be expressed using the same ‘weird arithmetic’ that underlies the Ackermann sequence. Indeed, the Guinness Book of World Records once listed this dimension as the biggest number ever used in a mathematical proof. (Another contender for the title once was Skewes’ number, about , which arises in the study of how prime numbers are distributed. The famous mathematician G. H. Hardy quipped that Skewes’ was "the largest number which has ever served any definite purpose in mathematics.") What’s more, Ackermann’s briskly-rising cavalcade performs an occasional cameo in computer science. For example, in the analysis of a data structure called ‘Union-Find,’ a term gets multiplied by the inverse of the Ackermann sequence—meaning, for each whole number X, the first number N such that the Nth Ackermann number is bigger than X. The inverse grows as slowly as Ackermann’s original sequence grows quickly; for all practical purposes, the inverse is at most 4. ¨ Ackermann numbers are pretty big, but they’re not yet big enough. The quest for still bigger numbers takes us back to the formalists. After Ackermann demonstrated that ‘primitive recursive’ isn’t what we mean by ‘computable,’ the question still stood: what do we mean by ‘computable’? In 1936, Alonzo Church and Alan Turing independently answered this question. While Church answered using a logical formalism called the lambda calculus, Turing answered using an idealized computing machine—the Turing machine—that, in essence, is equivalent to every Compaq, Dell, Macintosh, and Cray in the modern world. Turing’s paper describing his machine, "On Computable Numbers," is rightly celebrated as the founding document of computer science. "Computing," said Turing, is normally done by writing certain symbols on paper. We may suppose this paper to be divided into squares like a child’s arithmetic book. In elementary arithmetic the 2-dimensional character of the paper is sometimes used. But such use is always avoidable, and I think it will be agreed that the two-dimensional character of paper is no essential of computation. I assume then that the computation is carried out on one-dimensional paper, on a tape divided into squares. Turing continued to explicate his machine using ingenious reasoning from first principles. The tape, said Turing, extends infinitely in both directions, since a theoretical machine ought not be constrained by physical limits on resources. Furthermore, there’s a symbol written on each square of the tape, like the ‘1’s and ‘0’s in a modern computer’s memory. But how are the symbols manipulated? Well, there’s a ‘tape head’ moving back and forth along the tape, examining one square at a time, writing and erasing symbols according to definite rules. The rules are the tape head’s program: change them, and you change what the tape head does. Turing’s august insight was that we can program the tape head to carry out any computation. Turing machines can add, multiply, extract cube roots, sort, search, spell-check, parse, play Tic-Tac-Toe, list the Ackermann sequence. If we represented keyboard input, monitor output, and so forth as symbols on the tape, we could even run Windows on a Turing machine. But there’s a problem. Set a tape head loose on a sequence of symbols, and it might stop eventually, or it might run forever—like the fabled programmer who gets stuck in the shower because the instructions on the shampoo bottle read "lather, rinse, repeat." If the machine’s going to run forever, it’d be nice to know this in advance, so that we don’t spend an eternity waiting for it to finish. But how can we determine, in a finite amount of time, whether something will go on endlessly? If you bet a friend that your watch will never stop ticking, when could you declare victory? But maybe there’s some ingenious program that can examine other programs and tell us, infallibly, whether they’ll ever stop running. We just haven’t thought of it yet. Nope. Turing proved that this problem, called the Halting Problem, is unsolvable by Turing machines. The proof is a beautiful example of self-reference. It formalizes an old argument about why you can never have perfect introspection: because if you could, then you could determine what you were going to do ten seconds from now, and then do something else. Turing imagined that there was a special machine that could solve the Halting Problem. Then he showed how we could have this machine analyze itself, in such a way that it has to halt if it runs forever, and run forever if it halts. Like a hound that finally catches its tail and devours itself, the mythical machine vanishes in a fury of contradiction. (That’s the sort of thing you don’t say in a research paper.) ¨ "Very nice," you say (or perhaps you say, "not nice at all"). "But what does all this have to do with big numbers?" Aha! The connection wasn’t published until May of 1962. Then, in the Bell System Technical Journal, nestled between pragmatically-minded papers on "Multiport Structures" and "Waveguide Pressure Seals," appeared the modestly titled "On Non-Computable Functions" by Tibor Rado. In this paper, Rado introduced the biggest numbers anyone had ever imagined. His idea was simple. Just as we can classify words by how many letters they contain, we can classify Turing machines by how many rules they have in the tape head. Some machines have only one rule, others have two rules, still others have three rules, and so on. But for each fixed whole number N, just as there are only finitely many distinct words with N letters, so too are there only finitely many distinct machines with N rules. Among these machines, some halt and others run forever when started on a blank tape. Of the ones that halt, asked Rado, what’s the maximum number of steps that any machine takes before it halts? (Actually, Rado asked mainly about the maximum number of symbols any machine can write on the tape before halting. But the maximum number of steps, which Rado called S(n), has the same basic properties and is easier to reason about.) Rado called this maximum the Nth "Busy Beaver" number. (Ah yes, the early 1960’s were a more innocent age.) He visualized each Turing machine as a beaver bustling busily along the tape, writing and erasing symbols. The challenge, then, is to find the busiest beaver with exactly N rules, albeit not an infinitely busy one. We can interpret this challenge as one of finding the "most complicated" computer program N bits long: the one that does the most amount of stuff, but not an infinite amount. Now, suppose we knew the Nth Busy Beaver number, which we’ll call BB(N). Then we could decide whether any Turing machine with N rules halts on a blank tape. We’d just have to run the machine: if it halts, fine; but if it doesn’t halt within BB(N) steps, then we know it never will halt, since BB(N) is the maximum number of steps it could make before halting. Similarly, if you knew that all mortals died before age 200, then if Sally lived to be 200, you could conclude that Sally was immortal. So no Turing machine can list the Busy Beaver numbers—for if it could, it could solve the Halting Problem, which we already know is impossible. But here’s a curious fact. Suppose we could name a number greater than the Nth Busy Beaver number BB(N). Call this number D for dam, since like a beaver dam, it’s a roof for the Busy Beaver below. With D in hand, computing BB(N) itself becomes easy: we just need to simulate all the Turing machines with N rules. The ones that haven’t halted within D steps—the ones that bash through the dam’s roof—never will halt. So we can list exactly which machines halt, and among these, the maximum number of steps that any machine takes before it halts is BB(N). Conclusion? The sequence of Busy Beaver numbers, BB(1), BB(2), and so on, grows faster than any computable sequence. Faster than exponentials, stacked exponentials, the Ackermann sequence, you name it. Because if a Turing machine could compute a sequence that grows faster than Busy Beaver, then it could use that sequence to obtain the D‘s—the beaver dams. And with those D’s, it could list the Busy Beaver numbers, which (sound familiar?) we already know is impossible. The Busy Beaver sequence is non-computable, solely because it grows stupendously fast—too fast for any computer to keep up with it, even in principle. This means that no computer program could list all the Busy Beavers one by one. It doesn’t mean that specific Busy Beavers need remain eternally unknowable. And in fact, pinning them down has been a computer science pastime ever since Rado published his article. It’s easy to verify that BB(1), the first Busy Beaver number, is 1. That’s because if a one-rule Turing machine doesn’t halt after the very first step, it’ll just keep moving along the tape endlessly. There’s no room for any more complex behavior. With two rules we can do more, and a little grunt work will ascertain that BB(2) is 6. Six steps. What about the third Busy Beaver? In 1965 Rado, together with Shen Lin, proved that BB(3) is 21. The task was an arduous one, requiring human analysis of many machines to prove that they don’t halt—since, remember, there’s no algorithm for listing the Busy Beaver numbers. Next, in 1983, Allan Brady proved that BB(4) is 107. Unimpressed so far? Well, as with the Ackermann sequence, don’t be fooled by the first few numbers. In 1984, A.K. Dewdney devoted a Scientific American column to Busy Beavers, which inspired amateur mathematician George Uhing to build a special-purpose device for simulating Turing machines. The device, which cost Uhing less than $100, found a five-rule machine that runs for 2,133,492 steps before halting—establishing that BB(5) must be at least as high. Then, in 1989, Heiner Marxen and Jürgen Buntrock discovered that BB(5) is at least 47,176,870. To this day, BB(5) hasn’t been pinned down precisely, and it could turn out to be much higher still. As for BB(6), Marxen and Buntrock set another record in 1997 by proving that it’s at least 8,690,333,381,690,951. A formidable accomplishment, yet Marxen, Buntrock, and the other Busy Beaver hunters are merely wading along the shores of the unknowable. Humanity may never know the value of BB(6) for certain, let alone that of BB(7) or any higher number in the sequence. Indeed, already the top five and six-rule contenders elude us: we can’t explain how they ‘work’ in human terms. If creativity imbues their design, it’s not because humans put it there. One way to understand this is that even small Turing machines can encode profound mathematical problems. Take Goldbach’s conjecture, that every even number 4 or higher is a sum of two prime numbers: 10=7+3, 18=13+5. The conjecture has resisted proof since 1742. Yet we could design a Turing machine with, oh, let’s say 100 rules, that tests each even number to see whether it’s a sum of two primes, and halts when and if it finds a counterexample to the conjecture. Then knowing BB(100), we could in principle run this machine for BB(100) steps, decide whether it halts, and thereby resolve Goldbach’s conjecture. We need not venture far in the sequence to enter the lair of basilisks. But as Rado stressed, even if we can’t list the Busy Beaver numbers, they’re perfectly well-defined mathematically. If you ever challenge a friend to the biggest number contest, I suggest you write something like this: BB(11111)—Busy Beaver shift #—1, 6, 21, etc If your friend doesn’t know about Turing machines or anything similar, but only about, say, Ackermann numbers, then you’ll win the contest. You’ll still win even if you grant your friend a handicap, and allow him the entire lifetime of the universe to write his number. The key to the biggest number contest is a potent paradigm, and Turing’s theory of computation is potent indeed. ¨ But what if your friend knows about Turing machines as well? Is there a notational system for big numbers more powerful than even Busy Beavers? Suppose we could endow a Turing machine with a magical ability to solve the Halting Problem. What would we get? We’d get a ‘super Turing machine’: one with abilities beyond those of any ordinary machine. But now, how hard is it to decide whether a super machine halts? Hmm. It turns out that not even super machines can solve this ‘super Halting Problem’, for the same reason that ordinary machines can’t solve the ordinary Halting Problem. To solve the Halting Problem for super machines, we’d need an even more powerful machine: a ‘super duper machine.’ And to solve the Halting Problem for super duper machines, we’d need a ‘super duper pooper machine.’ And so on endlessly. This infinite hierarchy of ever more powerful machines was formalized by the logician Stephen Kleene in 1943 (although he didn’t use the term ‘super duper pooper’). Imagine a novel, which is imbedded in a longer novel, which itself is imbedded in an even longer novel, and so on ad infinitum. Within each novel, the characters can debate the literary merits of any of the sub-novels. But, by analogy with classes of machines that can’t analyze themselves, the characters can never critique the novel that they themselves are in. (This, I think, jibes with our ordinary experience of novels.) To fully understand some reality, we need to go outside of that reality. This is the essence of Kleene’s hierarchy: that to solve the Halting Problem for some class of machines, we need a yet more powerful class of machines. And there’s no escape. Suppose a Turing machine had a magical ability to solve the Halting Problem, and the super Halting Problem, and the super duper Halting Problem, and the super duper pooper Halting Problem, and so on endlessly. Surely this would be the Queen of Turing machines? Not quite. As soon as we want to decide whether a ‘Queen of Turing machines’ halts, we need a still more powerful machine: an ‘Empress of Turing machines.’ And Kleene’s hierarchy continues. But how’s this relevant to big numbers? Well, each level of Kleene’s hierarchy generates a faster-growing Busy Beaver sequence than do all the previous levels. Indeed, each level’s sequence grows so rapidly that it can only be computed by a higher level. For example, define BB2(N) to be the maximum number of steps a super machine with N rules can make before halting. If this super Busy Beaver sequence were computable by super machines, then those machines could solve the super Halting Problem, which we know is impossible. So the super Busy Beaver numbers grow too rapidly to be computed, even if we could compute the ordinary Busy Beaver numbers. You might think that now, in the biggest-number contest, you could obliterate even an opponent who uses the Busy Beaver sequence by writing something like this: BB2(11111). But not quite. The problem is that I’ve never seen these "higher-level Busy Beavers" defined anywhere, probably because, to people who know computability theory, they’re a fairly obvious extension of the ordinary Busy Beaver numbers. So our reasonable modern mathematician wouldn’t know what number you were naming. If you want to use higher-level Busy Beavers in the biggest number contest, here’s what I suggest. First, publish a paper formalizing the concept in some obscure, low-prestige journal. Then, during the contest, cite the paper on your index card. To exceed higher-level Busy Beavers, we’d presumably need some new computational model surpassing even Turing machines. I can’t imagine what such a model would look like. Yet somehow I doubt that the story of notational systems for big numbers is over. Perhaps someday humans will be able concisely to name numbers that make Busy Beaver 100 seem as puerile and amusingly small as our nobleman’s eighty-three. Or if we’ll never name such numbers, perhaps other civilizations will. Is a biggest number contest afoot throughout the galaxy? ¨ You might wonder why we can’t transcend the whole parade of paradigms, and name numbers by a system that encompasses and surpasses them all. Suppose you wrote the following in the biggest number contest: The biggest whole number nameable with 1,000 characters of English text Surely this number exists. Using 1,000 characters, we can name only finitely many numbers, and among these numbers there has to be a biggest. And yet we’ve made no reference to how the number’s named. The English text could invoke Ackermann numbers, or Busy Beavers, or higher-level Busy Beavers, or even some yet more sweeping concept that nobody’s thought of yet. So unless our opponent uses the same ploy, we’ve got him licked. What a brilliant idea! Why didn’t we think of this earlier? Unfortunately it doesn’t work. We might as well have written One plus the biggest whole number nameable with 1,000 characters of English text This number takes at least 1,001 characters to name. Yet we’ve just named it with only 80 characters! Like a snake that swallows itself whole, our colossal number dissolves in a tumult of contradiction. What gives? The paradox I’ve just described was first published by Bertrand Russell, who attributed it to a librarian named G. G. Berry. The Berry Paradox arises not from mathematics, but from the ambiguity inherent in the English language. There’s no surefire way to convert an English phrase into the number it names (or to decide whether it names a number at all), which is why I invoked a "reasonable modern mathematician" in the rules for the biggest number contest. To circumvent the Berry Paradox, we need to name numbers using a precise, mathematical notational system, such as Turing machines—which is exactly the idea behind the Busy Beaver sequence. So in short, there’s no wily language trick by which to surpass Archimedes, Ackermann, Turing, and Rado, no royal road to big numbers. You might also wonder why we can’t use infinity in the contest. The answer is, for the same reason why we can’t use a rocket car in a bike race. Infinity is fascinating and elegant, but it’s not a whole number. Nor can we ‘subtract from infinity’ to yield a whole number. Infinity minus 17 is still infinity, whereas infinity minus infinity is undefined: it could be 0, 38, or even infinity again. Actually I should speak of infinities, plural. For in the late nineteenth century, Georg Cantor proved that there are different levels of infinity: for example, the infinity of points on a line is greater than the infinity of whole numbers. What’s more, just as there’s no biggest number, so too is there no biggest infinity. But the quest for big infinities is more abstruse than the quest for big numbers. And it involves, not a succession of paradigms, but essentially one: Cantor’s. ¨ So here we are, at the frontier of big number knowledge. As Euclid’s disciple supposedly asked, "what is the use of all this?" We’ve seen that progress in notational systems for big numbers mirrors progress in broader realms: mathematics, logic, computer science. And yet, though a mirror reflects reality, it doesn’t necessarily influence it. Even within mathematics, big numbers are often considered trivialities, their study an idle amusement with no broader implications. I want to argue a contrary view: that understanding big numbers is a key to understanding the world. Imagine trying to explain the Turing machine to Archimedes. The genius of Syracuse listens patiently as you discuss the papyrus tape extending infinitely in both directions, the time steps, states, input and output sequences. At last he explodes. "Foolishness!" he declares (or the ancient Greek equivalent). "All you’ve given me is an elaborate definition, with no value outside of itself." How do you respond? Archimedes has never heard of computers, those cantankerous devices that, twenty-three centuries from his time, will transact the world’s affairs. So you can’t claim practical application. Nor can you appeal to Hilbert and the formalist program, since Archimedes hasn’t heard of those either. But then it hits you: the Busy Beaver sequence. You define the sequence for Archimedes, convince him that BB(1000) is more than his 1063 grains of sand filling the universe, more even than 1063 raised to its own power 1063 times. You defy him to name a bigger number without invoking Turing machines or some equivalent. And as he ponders this challenge, the power of the Turing machine concept dawns on him. Though his intuition may never apprehend the Busy Beaver numbers, his reason compels him to acknowledge their immensity. Big numbers have a way of imbuing abstract notions with reality. Indeed, one could define science as reason’s attempt to compensate for our inability to perceive big numbers. If we could run at 280,000,000 meters per second, there’d be no need for a special theory of relativity: it’d be obvious to everyone that the faster we go, the heavier and squatter we get, and the faster time elapses in the rest of the world. If we could live for 70,000,000 years, there’d be no theory of evolution, and certainly no creationism: we could watch speciation and adaptation with our eyes, instead of painstakingly reconstructing events from fossils and DNA. If we could bake bread at 20,000,000 degrees Kelvin, nuclear fusion would be not the esoteric domain of physicists but ordinary household knowledge. But we can’t do any of these things, and so we have science, to deduce about the gargantuan what we, with our infinitesimal faculties, will never sense. If people fear big numbers, is it any wonder that they fear science as well and turn for solace to the comforting smallness of mysticism? But do people fear big numbers? Certainly they do. I’ve met people who don’t know the difference between a million and a billion, and don’t care. We play a lottery with ‘six ways to win!,’ overlooking the twenty million ways to lose. We yawn at six billion tons of carbon dioxide released into the atmosphere each year, and speak of ‘sustainable development’ in the jaws of exponential growth. Such cases, it seems to me, transcend arithmetical ignorance and represent a basic unwillingness to grapple with the immense. Whence the cowering before big numbers, then? Does it have a biological origin? In 1999, a group led by neuropsychologist Stanislas Dehaene reported evidence in Science that two separate brain systems contribute to mathematical thinking. The group trained Russian-English bilinguals to solve a set of problems, including two-digit addition, base-eight addition, cube roots, and logarithms. Some subjects were trained in Russian, others in English. When the subjects were then asked to solve problems approximately—to choose the closer of two estimates—they performed equally well in both languages. But when asked to solve problems exactly, they performed better in the language of their training. What’s more, brain-imaging evidence showed that the subjects’ parietal lobes, involved in spatial reasoning, were more active during approximation problems; while the left inferior frontal lobes, involved in verbal reasoning, were more active during exact calculation problems. Studies of patients with brain lesions paint the same picture: those with parietal lesions sometimes can’t decide whether 9 is closer to 10 or to 5, but remember the multiplication table; whereas those with left-hemispheric lesions sometimes can’t decide whether 2+2 is 3 or 4, but know that the answer is closer to 3 than to 9. Dehaene et al. conjecture that humans represent numbers in two ways. For approximate reckoning we use a ‘mental number line,’ which evolved long ago and which we likely share with other animals. But for exact computation we use numerical symbols, which evolved recently and which, being language-dependent, are unique to humans. This hypothesis neatly explains the experiment’s findings: the reason subjects performed better in the language of their training for exact computation but not for approximation problems is that the former call upon the verbally-oriented left inferior frontal lobes, and the latter upon the spatially-oriented parietal lobes. If Dehaene et al.’s hypothesis is correct, then which representation do we use for big numbers? Surely the symbolic one—for nobody’s mental number line could be long enough to contain , 5 pentated to the 5, or BB(1000). And here, I suspect, is the problem. When thinking about 3, 4, or 7, we’re guided by our spatial intuition, honed over millions of years of perceiving 3 gazelles, 4 mates, 7 members of a hostile clan. But when thinking about BB(1000), we have only language, that evolutionary neophyte, to rely upon. The usual neural pathways for representing numbers lead to dead ends. And this, perhaps, is why people are afraid of big numbers. Could early intervention mitigate our big number phobia? What if second-grade math teachers took an hour-long hiatus from stultifying busywork to ask their students, "How do you name really, really big numbers?" And then told them about exponentials and stacked exponentials, tetration and the Ackermann sequence, maybe even Busy Beavers: a cornucopia of numbers vaster than any they’d ever conceived, and ideas stretching the bounds of their imaginations. Who can name the bigger number? Whoever has the deeper paradigm. Are you ready? Get set. Go. References Petr Beckmann, A History of Pi, Golem Press, 1971. Allan H. Brady, "The Determination of the Value of Rado’s Noncomputable Function Sigma(k) for Four-State Turing Machines," Mathematics of Computation, vol. 40, no. 162, April 1983, pp 647- 665. Gregory J. Chaitin, "The Berry Paradox," Complexity, vol. 1, no. 1, 1995, pp. 26- 30. At http://www.umcs.maine.edu/~chaitin/unm2.html. A.K. Dewdney, The New Turing Omnibus: 66 Excursions in Computer Science, W.H. Freeman, 1993. S. Dehaene and E. Spelke and P. Pinel and R. Stanescu and S. Tsivkin, "Sources of Mathematical Thinking: Behavioral and Brain-Imaging Evidence," Science, vol. 284, no. 5416, May 7, 1999, pp. 970- 974. Douglas Hofstadter, Metamagical Themas: Questing for the Essence of Mind and Pattern, Basic Books, 1985. Chapter 6, "On Number Numbness," pp. 115- 135. Robert Kanigel, The Man Who Knew Infinity: A Life of the Genius Ramanujan, Washington Square Press, 1991. Stephen C. Kleene, "Recursive predicates and quantifiers," Transactions of the American Mathematical Society, vol. 53, 1943, pp. 41- 74. Donald E. Knuth, Selected Papers on Computer Science, CSLI Publications, 1996. Chapter 2, "Mathematics and Computer Science: Coping with Finiteness," pp. 31- 57. Dexter C. Kozen, Automata and Computability, Springer-Verlag, 1997. ———, The Design and Analysis of Algorithms, Springer-Verlag, 1991. Shen Lin and Tibor Rado, "Computer studies of Turing machine problems," Journal of the Association for Computing Machinery, vol. 12, no. 2, April 1965, pp. 196- 212. Heiner Marxen, Busy Beaver, at http://www.drb.insel.de/~heiner/BB/. ——— and Jürgen Buntrock, "Attacking the Busy Beaver 5," Bulletin of the European Association for Theoretical Computer Science, no. 40, February 1990, pp. 247- 251. Tibor Rado, "On Non-Computable Functions," Bell System Technical Journal, vol. XLI, no. 2, May 1962, pp. 877- 884. Rudy Rucker, Infinity and the Mind, Princeton University Press, 1995. Carl Sagan, Billions & Billions, Random House, 1997. Michael Somos, "Busy Beaver Turing Machine." At http://grail.cba.csuohio.edu/~somos/bb.html. Alan Turing, "On computable numbers, with an application to the Entscheidungsproblem," Proceedings of the London Mathematical Society, Series 2, vol. 42, pp. 230- 265, 1936. Reprinted in Martin Davis (ed.), The Undecidable, Raven, 1965. Ilan Vardi, "Archimedes, the Sand Reckoner," at http://www.ihes.fr/~ilan/sand_reckoner.ps. Eric W. Weisstein, CRC Concise Encyclopedia of Mathematics, CRC Press, 1999. Entry on "Large Number" at http://www.treasure-troves.com/math/LargeNumber.html. Back to Writings page Back to Scott's homepage Back to Scott's blog

      What even is the largest number that has real world use what would be the point of bigger numbers if we cant use the big numbers we have now for real world calculations?

    1. Too often, grading is a “gotcha” game in which students spend an inordinate amount of time trying to figure out what they’re supposed to know on a test. Where there is shared clarity about learning goals (called KUDs in this model of differentiation) and these goals are the clear focus of instruction and of formative and summative assessment, success is in reach for far more students. That statement is not an affirmation of “teaching to the test.” Students should be learning meaningful ideas with the expectation that they will be able to apply and transfer what they are learning—not just memorize something and be able to repeat it on test day.

      Make the Test Matter. Mastery doesn't need to be 50 questions when you can see the mastery in 15 questions. Don't get the "Gotcha" game with their learning.

    2. Learning is difficult—especially if our goal is to stretch each learner regularly. Students need time to practice what they are trying to learn, safely and without judgment; we should provide that time. A good analogy is a sports team that practices for an upcoming game for a number of days in advance of the game. Practices aren’t graded or scored. Instead, the coaches observe, provide some practice for the team as a whole, ensure that individual players practice in ways that will benefit them as individual players and benefit the team, and provide focused feedback to individuals and the team.

      Formative assessment is not just grading. Using this can help the students not feel like they are always shooting for that A

    3. A good coach has clear goals for the team, and for every individual on the team. Practices involve some common activities, but they will also likely call on each player to improve areas of weakness and polish areas of strength. The coach is generally part psychologist, required to understand what motivates each player and use that understanding to develop his or her skill, by investing sweat and effort and risking pain. However, the coach must also build a team spirit that transcends individual concerns. During practices and games, the coach maintains an active role—running the sidelines, motivating, giving directions, calling small groups aside at key times for strategy adjustments. But it’s the team, not the coach, who actually plays the game.

      Understanding the teacher has many roles and as a coach is a good way of looking at it. With goals and mindset along with motivation is so important as a teacher.

    1. Tim Ferris posting a text by Gabriel Wyner from 2014 on learning a new language in several steps 1) hear the novel sounds in the language and how to spell them 2) learn a list of basic words by connecting them to their image not their translatiojn 3) learn (simplified) grammar 4) continue the game (adding focused vocab, reading, listening speaking etc)

    1. Reviewer #3 (Public review):

      Summary:

      This manuscript outlines a series of very exciting and game-changing experiments examining the role of peripheral MORs in OIRD. The authors outline experiments that demonstrate a peripherally restricted MOR antagonist (NLX Methiodide) can rescue fentanyl-induced respiratory depression and this effect coincides with a lack of conditioned place aversion. This approach would be a massive boon to the OUD community, as there are a multitude of clinical reports showing that naloxone rescue post fentanyl over-intoxication is more aversive than the potential loss-of-life to the individuals involved. This important study reframes our understanding of successful overdose rescue with potential for reduced aversive withdrawal effects.

      Strengths:

      Strengths include the plethora of approaches arriving at the same general conclusion, the inclusion of both sexes and the result that a peripheral approach for OIRD rescue may side-step severe negative withdrawal symptoms of traditional NLX rescue.

      Weaknesses:

      The major weakness of this version relates to the data analysis assessed sex-specific contributors to the results.

    1. Even though many women were aware of these actions, they were consumed by their need to fit in on social media and struggled to disrupt their habits.

      Social media is an all consuming beast for a lot of people, and although sometimes there is good community present, there can also be bad community. The digital keywords book helps explain online community.

      "Lawrence Lessig has noted: “Cyberspace is a place. People live there. They experience all the sorts of things that they experience in real space, there. For some, they experience more. They experience this not as isolated individuals, playing some high tech computer game; they experience it in groups, in communities, among strangers, among people they come to know, and sometimes like.”22

      While his words can be more directly related to gaming, I think it is also important to consider community amongst the social media world. it is not uncommon that influencers consider their fans to be apart of their own community. I think idolizing someone as a community, while it is a common interest, may not have the best impact on the person at the top. I feel like if i was getting all of my photos and actions picked apart constantly, I would spiral into a very dark place.

    1. For example, you can hopefully recognize when someone is intentionally posting something bad or offensive (like the bad cooking videos we mentioned in the Virality chapter, or an intentionally offensive statement) in an attempt to get people to respond and spread their content.

      People really struggle with knowing when someone is trying to get a rise out of the audience and game the algorithm, which only really makes social media sites worse to be on. Content creators like Nara Smith feed off all the negative attention they get to boost themselves, which gives platform to lots of people that don't necessarily deserve it.

    1. more likely to favour White individuals over Black individuals

      Interesting finding and wording –  Pro-White implicit attitudes leads to higher likeliness to favor whites over blacks. This isn't surprising. However, according to other similar studies, it seems simply having pro-White implicit bias directly correlated to having anti-Black implicit bias (economic game & anger in faces).

      Taken together, study seems to suggest that simply having pro-White attitudes directly lead to having anti-Black attitudes. Not clear that one directly means the other, but it suggests the common trend is that if you have pro-White attitudes, you will therefore have anti-Black attitudes. In order to not have anti-Black attitudes, you must not have pro-White attitudes either.

    1. New llrrivals to fields must pay the price of ;lll initial investment fa!· entry, whichinvolves recognition of the value of the game ;llld the practical knowledgeof how to play ir

      cultural capital acquired to move up socially reference to Goffman's performance as apart of upwards mobility

    2. Challengers and incumbents share a com1llon interest in preserving thefield i[Self, even if they ,Ire sharply divided on how it is to be controlled.Evcry field presupposes and produces :'I particular type of ;IIIISio, whichBourdicu defines 11S a helief or acceptance of the worth of the game of afield.

      even contrarians to the field legitimate

    Annotators

    URL

    doc-04-1s-prod-02-apps-viewer.googleusercontent.com/viewer2/prod-02/pdf/4dasas8bgjb06ih8nrlhchpg5b9h0kqq/mhkbct7ob9vh5bibbseqq67ou9uq7mrm/1733791800000/3/106465141034196260524/APznzaZbwTm12FnERi3bLDiovCCFPTjSHfX3Kusk_hAgt5UsEXhiBQ5ahVs3cH9be_qtuiAUmi4YuYXLxvqurmWu0vbwCIyep31aH8zcUDzPd8LxIq33vd3kgMg67sFZiYBhSQN6Efb4SXWPtlJvdukLvqZzNBH7nvSG_TuNtCmxyJvkW7380sMLszxrDs-1MmUgF9SHmEIpFfLSqelIZTICl-vi6UqS7c0_xXpge77DSUSLnga5ZYB-OhYumtm924IxC9siv9OjEASyVhuKv094yAcmxgQjjrVVAy65bKOBJPDuDyRVJCRDFndeTOlVFP7HnX6Im-wFZ1F9m_OvoTml7gjiMXQAVpFCCrVUzvFVO6B1_qqgVagbadFDya5GeNK9FwW49tF13M3fYwDsSVA_gZZ7gtqXZxxVoqKrIjJRqnIZdrltvw1FPAy-ygWz-RURo9PKaCHWFaloYtJXtvknhtDVaWPqJCJE7aqAmdya61_7DGi4s3Qk_ZIGxeA9GaGh8UDpZ8pOYdDMlaCl8_L27sSQuUexyDgnLBd0lid3oD2zeZi4_AppjwWv7nRG8MlbqRCI_RPKCCUQhLqBBMvWTIFcM7Vk_SOk8sM-bqIvRxf-3pru91h2Y9SBumrzhe6S3IWX8A3wGHMWg0lGdS8DN9xAOm8BD6IRs4eNyQNHKaKEKUFOMqJbcJm16QSJhw916YAvHmTzh8Y9Fpz1EAGbOKszpWC0UByJiKVkmwjVtWas6RGk9f8YldzeS5Ppl7Q7S29i-2WjBGQD9cNK7HE3oard7RD-ifI2WhH08ZH48c_NZ93ezlvuUZXVhujMbQe6ZMiLSOhZFkQnNZAfJL1mR-aVkubBTLvGlgaOpsHvGeaJIggyON1lkXPw34NAFXsT9AGMzZ8i-To7BPpMVtU5_WK08zlVX27btzO1W8t-EG8E6uOxos5v9D76xYHyeXENf2EeXIUGY44OdXTgI56u8W3w_-kT0XhtKOZQalZ-xEODsxchzr9naqx_DBXBYc5N7DN6FSGS0W6agXvBhy2rfhqWdlOopR1TUCmP0H4Z4umbzybuo0iIc1yIX-VIcyAvjAwuqdlrPwBeQQ61si2c3ZmhH0iOQP0gIjaz7LSaq3DDcjf14Ky3jJgQL-RYwvlXGNK3Eo9K-2a5FVvK04XOYPjb9uvKKRltek733twWagFDbmNfxFGu-ru2rwoMBlawdtMiY14YSuEKYCI7nzSQ2_wgiUamEtUSvVPolho02AVTNxQd2XvQHzbhKZrzMdrUhZ8zwTkrYDlPsBRsMmnoj6fUu1QNWnG1I9smKC2kikqNAsyqzxx28hpTC2lizUi_Zp4zdcgKm1-kX_hbpvCdCyG978S_UNS81krKsd2rKBzzrdeR-lhE8JYzMgLV48lFyXzbneVP9Z66lbMGCo2FVWJuEPf6vFXdDodBY9dT4dZ9M6XV8FrFZSRwYx2N3jKeX-KibTPhUj3f7ly7y6Aq-xmJcy3DVrs0FR4TIqDkSqb3n8gjdHnyQ75zmPOVOomL22QttMhPsWWOBOZa3NCde-8XBRFI5FRcIGHNxFsE6y8k1kZ_9B9XPr2QwnntZvHaUTwcoZ2aO1YkAu-6uK1-P9-bHVxOns1B9JgaVyFH9hQdCtdR9Z59MO5TvNoeNKSrqJtDVNviUfzJMaC3o-KVZimwqQ77KY5FTUyR_541lNdE3sgBI7F_oOasEgKjkRgFlh6HXKGlke4ZRy7izVGmap9CzqYgKHrWvbu9dM7QiL6Wkz6ivY7cso_4R4iSeCevP5swaOk4GSQgde_5jCjH4z1h-6qq9ArLOs3dtMmrI1UeqxssCNrugJLKvBup_7Tiqb0iEvFyV7djzacMZA7p6RlUn0rhlT7WxzId5XRNeUPbIVszzydw1YE8Ku6s6qIilItBI25V
    1. Knowing that there is a recommendation algorithm, users of the platform will try to do things to make the recommendation algorithm amplify their content. This is particularly important for people who make their money from social media content. For example, in the case of the simple “show latest posts” algorithm, the best way to get your content seen is to constantly post and repost your content (though if you annoy users too much, it might backfire). Other strategies include things like: Clickbait: trying to give you a mystery you have to click to find the answer to (e.g., “You won’t believe what happened when this person tried to eat a stapler!”). They do this to boost clicks on their link, which they hope boosts them in the recommendation algorithm, and gets their ads more views Trolling: by provoking reactions, they hope to boost their content more Coordinated actions: have many accounts (possibly including bots) like a post, or many people use a hashtag, or have people trade positive reviews

      This passage discusses strategies used by social media users to game recommendation algorithms, such as clickbait, provocative content, or coordinated actions to boost visibility, which are especially impactful for creators relying on social media income. It also mentions YouTuber F.D. Signifier exploring YouTube’s algorithm and interviewing other creators, particularly Black creators, to shed light on these practices. While these strategies may generate short-term engagement, they also carry risks of backlash.

    1. Total 75/100

      Original Content 30/30

      Technical 24/30

      • Use of Required Tools (6/6): Effectively uses the ml5.js image classifier and integrates video input
      • Integration of Technology (4/5): The project smoothly transitions between game states based on classification results, demonstrating a strong understanding of conditional logic.
      • Functionality of Classifier Models (4/5): The classifier successfully identifies objects and updates the game state accordingly.
      • Interactivity and Feedback (3/5): The project provides text-based feedback that updates with each game state, guiding the player through objectives. Could benefit from more engaging elements, such as animations or additional sensory outputs like audio.
      • Complexity of Decision Tree or Flowchart (3/4): The decision flow is linear and straightforward, guiding players from one objective to the next.
      • Creative Application of Rules (5/5): The rules and objectives are imaginative and humorous.

      Timely Submission 20/40

  14. Nov 2024
    1. For example, if an ingroup member cries during the game, the ingroup members would say that “the boy shed some tears” (more concrete). In contrast, if an outgroup member cried, the ingroup would say “the boy acted like a baby” (more abstract)
      • Positive ingroup behaviors are described abstractly (e.g., “They are kind”), while similar outgroup actions are described concretely (e.g., “They helped once”). -Negative behaviors are described abstractly for the outgroup (e.g., “They are bad people”) and concretely for the ingroup (e.g., “They made a mistake”).
    2. Competition in this game is rare in pairs and groups of three, but increases when an interacting triad plays another interacting triad. As can be seen below in the graph from Forsyth, 2019, group activitie

      When individuals played, only 6.6% of interactions were competitive, while 36.2% of interactions were competitive when triads played against each other. This figure increased to 53.5% when triads communicated through representatives.

    3. The greater the chances were of playing this game again with a person in the future, the more cooperative players became.

      to cross this person again, - labels also play a big role