This is a pretty cool project, even though it makes very little sense when you play. Is the idea that the game will get better over time the more people are playing, and if so, in what way do you imagine it getting better?
71 karma · joined April 21, 2016
This is a pretty cool project, even though it makes very little sense when you play. Is the idea that the game will get better over time the more people are playing, and if so, in what way do you imagine it getting better?
So far, it has been very problematic to explain to others what it is like to not see images in your mind, I guess because it is fundamentally a process of understanding.
There is a reddit community /r/aphantasia if anyone want to know how it is from their point of view.
Also, try implementing generation of API-key like tokens for users that can be expired, revoked, authorized etc.
Auth0 have made products that hide complexity, in my opinion, but if those products fit your particular need, sure it works great.
There is a general confusion that the job of a user interface is to simplify the system, where that is the last thing a user interface should do. What a user interface should do is to make it as simple as possible for a user to understand and interact with the system.
Google's system is immensely complex and they have intentionally not given their users all the information and not all the options for interaction. This is intentional of course, but by looking at the user interfaces they provide as is we have to conclude that they are doing a very poor job of giving us access to understand the full complexity.
Imagine if Adobe replaced all their interfaces with a few simplified buttons, one brush to use, filters are automatically applied, lighting automatically adjusted based on personal history etc. No one would use such a program.
The GRPR in this case is pointing out that Google is not showing all the options and when they are they obscure them, ie they have bad user interfaces by making it as difficult as possible for a user to understand and interact with their system.
If anything, this will force Google to make good user interfaces. For, if the measurement of a good interface is about how simple the interface is regardless of the complexity of the underlying system, then all good user interfaces should be reduced to one button. Such a measurement of quality is ignorant and cannot further any skill in designing user interfaces.
Adam Curtis's movies are more like long essays than documentaries but all worth watching.
I might look into this but I cannot stand ads and I'm inapt at using mobile phones, so probably not.
If I am angry or upset in any way I first think about it. If I cannot understand the anger I let people know what I am feeling and that I might need to be alone or just need some silence.
If, then later, still aren't any wiser about what I am feeling I start analysing my emotions. For me it helps to read philosophy or art (movies, music books etc). It is a way of looking at things from a different perspective and this can help me reflect on what is going on.
However, I never have the intention of getting rid of my emotions. Rather, I have an interest in my existence and metaphysics in general. So whatever comes of it I am fine with.
So, my advice is to let people, including yourself, know that you are about to "snap" don't try to not feel whatever you feel. Not everything has to or can be resolved.
In the context of interviewer<-->interviewee, though, I think it is generally more interesting to listen to the interviewee than the interviewer. It seems to me that the whole premise of the interviewer<-->interviewee is for the interviewer to get the interviewee to talk.
Furthermore, I have never seen any american interviewer not interrupting their subjects.
This is my bias, so I never see sexism nor racism in this context. I only see idiots who think more of themselves than they should.
In this particular case and in regards to sexism, however, the voice that should be listened to most, in my opinion, is the voice of the subject. If we don't consider her voice the most important voice we put her in the subaltern and that is the worst position you can have. The subaltern being women in the context of patriarchal history.
The person who said 'Let her speak please.', should also be heard, regardless of her motives. The interviewers should shut up and let their subjects speak at all times, so we need more of this social courage.
However, the need for recording and documentation is as old as scribbles on a cave wall and some also really do need to document things to remember.
I must agree, though, with the wording. It is unfortunate but it probably does attract those who have an itch for efficiency.
It seems to me that most software development is not engineering in this sense and I assume that we will get to that stage at some point, but right now things like public institutions being hacked, because their software security was not up to par, will happen.
That said, I am amazed by the results even so.
I also want to note here, that I don't see any reason why machine intelligence could not produce meaningful works of art but it will require a new way of looking at it.
"if a physical law can be as complicated as the experimental data that it explains, then there is always a law, and the notion of “law” becomes meaningless! Understanding is compression! A theory as complicated as the data it explains is NO theory"...
Then saying that program -> computing -> output has to follow from small to large in size, ie the program is the algorithmic information and the output is the data it explains.
Looking at modern day web development we are seeing the opposite, where the program is many times bigger than it's output, suggesting to me that the modern frameworks do not come from any sound theory.
I made multiple tools for random world generation but never come close to this kind of quality. I'm impressed!
The VR technology tries to eliminate any real world point of reference which makes us use reference points inside the VR which, I believe, is one reason the experience for us gets disconnected.
The most common symptom of this is that you get nauseous. My guess is that the (sensory) disconnected experience makes us lose balance.
What would solve this problem, I think, is to make the VR work with the whole body. So wearing a suit with goggles and standing on a plate that moves as you move which gets translated to in-game movement.
However, it is common in Sweden to respect unwritten laws and social conventions. Many neighbourhoods also have neighbourhood watch and such things. I haven't lived there for over ten years but I'd imagine not taking shortcuts through neighbourhoods with children would be a convention most swedes will respect.