mundane_and_naive's recent activity

  1. Comment on Photography feedback in ~creative

    mundane_and_naive
    (edited )
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    It makes me think that if I were a drunkard, I would probably want to hang this somewhere in my house to remind myself to stop drinking. Probably not the most insightful feedback but that's all I...

    It makes me think that if I were a drunkard, I would probably want to hang this somewhere in my house to remind myself to stop drinking. Probably not the most insightful feedback but that's all I got as a viewer :p

    Edit: This could be just me but the glass bit at the bottom right corner feels weird to me. Like, everything seems to form a gradual flow from bottom left to top right but that bit pulls me out of that flow.

    3 votes
  2. Comment on America is running on fumes | In film, science, and the economy, the US has fallen out of love with the hard work of ushering new ideas into the world in ~humanities

  3. Comment on Before Your Eyes uses first person perspective to tell a third person story in ~games.game_design

    mundane_and_naive
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    I feel that we're talking about 2 different kinds of immersion here. What you describe seems like mechanical immersion, like how intuitive the controls become and how "in-sync" the players are to...

    I feel that we're talking about 2 different kinds of immersion here. What you describe seems like mechanical immersion, like how intuitive the controls become and how "in-sync" the players are to the controlled character. What the video talked about is narrative immersion, i.e. whose story are the players playing out as. In that sense the distinction between first-person and third-person is more meaningful, one sees the player's actions as a form of self-expression and the other as role-playing.

    3 votes
  4. Comment on Before Your Eyes uses first person perspective to tell a third person story in ~games.game_design

    mundane_and_naive
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    Imo a quite insightful take on what it means to be first-person or third-person in video games, which is more than just camera POVs and unique compared to other storytelling media.

    Imo a quite insightful take on what it means to be first-person or third-person in video games, which is more than just camera POVs and unique compared to other storytelling media.

    1 vote
  5. Comment on China’s next regulatory target — algorithms, the secret of many tech giants’ success in ~tech

    mundane_and_naive
    Link Parent
    This one actually seems useful beyond privacy concerns, being able to customize what you want to be recommended. It's always all-or-nothing when it comes to this topic. I'd love to be be suggested...

    Users must be able to select or delete tags that are used to power recommendation algorithms and suggest things to them.

    This one actually seems useful beyond privacy concerns, being able to customize what you want to be recommended. It's always all-or-nothing when it comes to this topic. I'd love to be be suggested new contents based on my interest without having to worry about my frontpage being flooded with memes just because I went on a binge once, you know.

    6 votes
  6. Comment on Recommending Rain World in ~games

    mundane_and_naive
    (edited )
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    It's an old video about an old game that I've only finished recently after giving up a few times and now ended up really liking it. The game has a reputation for being unfair and I also felt the...

    It's an old video about an old game that I've only finished recently after giving up a few times and now ended up really liking it. The game has a reputation for being unfair and I also felt the same way while playing but in hindsight, it's actually quite manageable once you know what to do. There are usually more than one way to handle any difficult situations that the game throws at you, be it enemy or navigation or platforming. You just need to keep an open mind and be willing to experiment a bit.

    4 votes
  7. Comment on Suggestion for another label beside Malice in ~tildes

    mundane_and_naive
    (edited )
    Link Parent
    How we name a label influences people's attitude toward it (both the people applying and receiving) and in effect, its potential use cases. "Inflammatory", "heated" and similar terms are more or...

    How we name a label influences people's attitude toward it (both the people applying and receiving) and in effect, its potential use cases. "Inflammatory", "heated" and similar terms are more or less malice-lite, in the sense that they all express degrees of anger. While a less judgmental language can help, if they express similar sentiments, I worry they'd likely be used in similar ways and so their usefulness would only be incremental (kind of like how the Exemplary label is effectively just a super-upvote).

    As far as de-escalation is concerned, these are fine if the community is overall constructive. But you know how sometimes if you tell someone that they're angry, they'd just get more angry? I was hoping that maybe in addition to the usual Malice label (or Inflammatory), having another approach from a different mindset entirely would be more meaningful. Something more along the line of "concern" or "worry" and that clearly express its purpose to be more supportive than corrective (but not these label specifically, I don't know what's the best term for this, naming is hard).

    5 votes
  8. Suggestion for another label beside Malice

    Malice implies intent to break the rules (or just the general conduct of the community). On one end, sometimes a user gets caught up in the heat of the argument and writes something they know they...

    Malice implies intent to break the rules (or just the general conduct of the community). On one end, sometimes a user gets caught up in the heat of the argument and writes something they know they shouldn't. On the other end, sometimes a comment isn't particularly inflammatory at all but you can feel from the content that its author was in a place of of hurt, or anger. You can either label them as Malice and let the moderators sort out who are the real trouble makers and who just need some help, or you can reply to them in a helpful manner and possibly have a side conversation regarding their wellbeing.

    I think it'd be a nice if there's a label to tell the moderators that "I think this user needs some talking to", for usage other than "I think this user needs a warning". More users are probably comfortable with clicking a label than putting themselves out there in a conversation about mental health, some may also not want to derail the discussion. Mental wellbeing and rule enforcement are 2 different skills with 2 different mindsets so having 2 different mod teams for each function probably also help.

    This suggestion was partly inspired by, but not limited to, this comment by kfwyre. I feel that most social media's features (Tildes included with the way labels are currently) are designed to be content-centric and not much in the way of taking care of the wellbeing of their members, maybe we can improve.

    17 votes
  9. Comment on The future of reasoning in ~science

    mundane_and_naive
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    Reasoning evolved to be used socially where many different perspectives had to all deliberate toward a common conclusion. Such context are becoming less and less common and it is becoming easier and easier to simply be a lone reasoner, justifying only a particular viewpoint without doing the harder work of deliberating and acting

    1 vote
  10. Comment on Everything you know about obesity is wrong in ~health

    mundane_and_naive
    Link Parent
    I think the reason the article offered so little in terms of personal weight management is because the point is that the solution cannot be applied at an individual level but at the food system as...

    I think the reason the article offered so little in terms of personal weight management is because the point is that the solution cannot be applied at an individual level but at the food system as whole. Healthy diet is known to work, but personal diet programs in practice don't. It's not that we can't reverse it but we can't do it on an individual basis, we need systemic change. So in the meanwhile, we can stop giving tough love to fat people because it doesn't help anyway.

    One thing I notice about US is how ubiquitous fast foods are everywhere. It may seem like a trivial fact but as someone who doesn't live in the US (or the West in general), it absolutely fascinates me. Where I live there's no fast food but there are street foods, so I can only assume that fast foods fills a niche there that street foods do for us here. When your nation's default food sources are highly processed, concentrated fat and carbohydrates, it's no wonder that a significant portion of your population are overweight.

    10 votes
  11. Comment on 5D Chess With Multiverse Time Travel in ~games

    mundane_and_naive
    Link
    For anyone who wants to know more, this video goes at length into explaining how the pieces move and how they're a natural extension of the normal move set, as well as some of the meta around the...

    For anyone who wants to know more, this video goes at length into explaining how the pieces move and how they're a natural extension of the normal move set, as well as some of the meta around the game. This channel plays the game seriously for those who want to see some example matches.

    4 votes
  12. Comment on What is an individual? Biology seeks clues in information theory. in ~science

    mundane_and_naive
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    [...] [...] [...]

    Now, a few groups of scientists are [...] formalizing the concept of the individual according to a set of principles and measurements that they hope will guide biology into a new era.

    [...]

    At the core of that definition was the idea that an individual should not be considered in spatial terms but in temporal ones: as something that persists stably but dynamically through time. “It’s a different way of thinking about individuals,” said Mitchell, who was not involved in the work. “As kind of a verb, instead of a noun.”

    [...]

    Their formalism, which they published in Theory in Biosciences in March, is based on three axioms. One is that individuality can exist at any level of biological organization, from the subcellular to the social. A second is that individuality can be nested — one individual can exist inside another. The most novel (and perhaps most counterintuitive) axiom, though, is that individuality exists on a continuum, and entities can have quantifiable degrees of it.

    [...]

    [...] the Santa Fe team distinguishes three types of individuality. The first is the organismal individual, an entity that is shaped by environmental factors but is strongly self-organizing. Nearly all of the information that defines such an individual is internal and based on its own prior states. “This is a lens that, if you wore it, would allow you to see humans and mammals and birds,” Krakauer said.

    The second type of individuality is the colonial form, which involves a more complicated relationship between internal and external factors. Individuals in this category might include an ant colony or a spiderweb — distributed systems that are “partially scaffolded” by their environment but still maintain some structure on their own.

    The third type is driven almost entirely by the environment. “If you remove the scaffolding, the [entity] would fall apart,” Krakauer said. It’s like a tornado, which dissipates under the wrong temperature and moisture conditions. The very first life to arise on Earth was probably like this, Krakauer added.

    2 votes
  13. Comment on Islanders: The best city builder you've never played in ~games.game_design

    mundane_and_naive
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    [...] like Simcity or Civilization the building genre has its roots in simulation where the developer is trying to capture and recreate as many of the details of the real world as they can. While this complexity can help players sink many dozens of hours into these games it can also throw up a smoke screen where it's hard to pick out which mechanics are the most important.

    [...] virtually all city builders have adjacency bonuses at the heart of their design.

    2 votes