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davestone says...

We think of the Internet as a world, "the online world", or a different life "IRL". Is it apt as a: world; country; city; solar system; other?

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Filed under: Perception

asgriner says...

How much can you do in six seconds? How many steps can you take, how many movements can you make? How many words can you speak? These are the sorts of questions that not a lot of people worry about. This is mostly due to the fact that you don’t really need to in the conventional world. In the reality of tabletop roleplaying, however, six seconds is all the time you need. One round in battle is expected to represent six seconds. No matter how many players sit around the table, everything they do happens in the same six seconds. Unfortunately, six seconds can last an hour, sometimes more, depending on the attention span of your group.

Juggling differing concepts of time can be a struggle. Sometimes, it’s hard to remember that everything happens simultaneously, which makes it hard to keep the reality intact. Meta-gaming is a term used by gamers to indicate use of Out Of Character (OOC) information In Character (IC). Basically, when you know that your buddy plans to cast a spell, and you tell him that you know the particular monster is weak to fire because you were reading up on it at another time, you’re giving information that none of the character could possibly know.

The line between realities is easily blurred, and without a force to guide the group back to what they are supposed to be doing, the entire point of the game is lost. Below is a video that most tabletop roleplayers have seen. It’s a spoof on the game, but a really accurate one. It shows the way in which the lines of reality can be bent to include elements of the physical and created universes.

Filed under: perception

davestone says...

Does working longer (and/or harder...) hours affect restraint bias?

b) How?

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Filed under: Perception

Julie says...

Stay with it until the "Shreddies" Case. Perception uber alles!

Filed under: Perception

asgriner says...

You get an inch for yourself. You can move six inches in a turn. The majority of things you encounter take up an inch. This is your world, a flat land of marked off 1-inch squares. You could be a ring, a trinket, or even a four-sided die that hardly anyone uses. The things that you encounter are coins of various sizes, all taking up the same 1-inch square of space that you do. Rally your comrades. We’re going to war.

It’s really hard to make it sound dramatic when you boil it down to the physical reality. I mean, this is what you’re up against:

Scary, right? Tabletop gaming involves combat, and for combat to be fair and structured there must be some sort of system to govern what is allowed, and what isn’t. Large grids of 1-inch squares denote the field in which you are fighting. The same grid can be used for outdoor scenes, indoor scenes, dungeon crawls, or air fights. Pretty much anywhere you can swing a sword; you’ll use the same piece of vinyl.

Movement becomes limited, yet somehow unhindered. Each square represents five feet of space. Most characters can move 30 feet in a round (Quick Math: That’s 6 squares). Now, for anyone that needs to be up close and personal in order to do any damage (anyone with a melee weapon), they would need to calculate the best way to use their space in order to effectively help the group.

The most interesting thing about all of this, in my opinion, is the way in which the created reality is put in contrast with the physical reality on the map. While movement can be awkward and linear in the physical reality, not much mention of it occurs in the created reality. The path is created to get from point A to point B. Very rarely does anything in between matter more than as a means to the desired end.

As I said before, the most common placeholders for enemy squares in my gaming experience are coins. Back home, we had a giant coin jar that we’d drag out to the dining room on game nights. Whoever was running the game would grab a fistful just to intimidate us, or make us wonder just how much they planned to toss our way. I carried this tradition over to my gaming groups in college. The bag which holds my dice also keeps about $1.70 in change – mostly pennies, but a few odd coins here and there. My group refers to them as “Penny Monsters” which creates an odd mental image, unless you understand the rhetoric of the game.

Space means everything on a tabletop roleplaying battle grid. The size of a creature depends on how many squares it takes up, but for some players, there are other factors that change the perception of what they’re going up against. For example, the most common coin used in my games is the penny. For some reason, if I use anything else, the players will automatically assume that the creature is larger, more powerful, or in some way scarier than anything else on the board. A penny and a quarter take up the exact same amount of squares on the grid (Just one). Therefore, they are both considered Medium sized. The perception of the coin’s worth and size alters the reality in which the players have created, however. The grid rules are forgotten and replaced with a perception of space and size determined by their collective creativity.

Even in the structured aspects, the rhetoric of tabletop gaming is created entirely on a case-by-case basis of the players involved. The game in its nature forces perceptions to be turned and twisted until a newly accepted norm is formed.

Filed under: perception

sumesh says...

News and Views

Nature 461, 50-51 (3 September 2009) | doi:10.1038/461050a; Published online 2 September 2009

Neuroscience: Persistent feedback

Hyojung Seo1 & Daeyeol Lee1

Top of page

Abstract

How does the brain remember the consequences of our actions? Persistent activity in the prefrontal cortex and basal ganglia may be crucial for learning correct actions through experience.

Do you jump out of bed when you hear the alarm clock ring in the morning? Or do you push the snoozer? Your choice will depend on the consequences of similar actions in the past. Typically, if an action triggered by a stimulus leads to a pleasant outcome, such as food or safety, we are more likely to perform the same action on re-encountering the same stimulus1. Therefore, a fundamental building block in shaping behaviour is the relationship between a sensory event, a chosen action and its consequences, but how the brain stores this information is still a matter of speculation. A recent paper in Neuron by Histed et al.2 sheds some light on these mechanisms by showing that neurons in the primate prefrontal cortex and basal ganglia display persistent activity that is related to the outcomes of previous actions.

A repost...

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sumesh says...

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sumesh says...

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sumesh says...

Check out this website I found at upload.wikimedia.org

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sumesh says...

Filed under: Perception