1. Mar 2026
    1. learly indicate the specific sources also referenced in the works cited Specifically identify the location of the information that you used Carefully create a clear and concise citation, always confirming its accuracy Check out the video below for more discussion of your in-text citations.

      steps to guide in process

    1. So instead, Strasser tried a research-first "location scouting" approach. He went on an exhaustive virtual tour of various UK villages, taking lots of photos from Google Street View. After recreating several village streets in-game, Strasser finally pin-pointed what type of structure suited the game's needs, and settled on an unusual side street layout based on Pump Street in the village of Orfordarrow-up-right. Here, blockout was less about building a space, and more about discovering a space.

      这种是特定品类的实景流派

    2. For the first person narrative exploration game Firewatch (2016), developer Campo Santo wanted to focus on mechanics like walking and talking; the main appeal of the game concept was looking at art passed scenery and listening to voice acted dialogue. Following typical best practices, they first built a blockout to test the viability of these mechanics. However, the blockout did not help them answer any questions about the player experience because the game pacing was fundamentally a narrative design and environment art issue, not so much a level design issue. The traditional blockout process wasn't working.在第一人称叙事探索游戏《看火人》(2016)中,开发商 Campo Santo 希望专注于行走和对话等游戏机制;游戏的核心在于欣赏精美的场景和聆听配音对话。按照惯例,他们首先搭建了一个粗略的场景模型来测试这些机制的可行性。然而,粗略的场景模型并没有帮助他们解答任何关于玩家体验的问题,因为游戏节奏的根本问题在于叙事设计和环境美术,而非关卡设计。传统的粗略场景搭建流程并不奏效。According to environment artist Jane Ng's account, it wasn't clear whether Firewatch would "work" as an experience until they skipped the blockout process and instead completed a vertical slice prototype with an art passed environment and near-final dialogue. 根据环境艺术家 Jane Ng 的说法,直到他们跳过了场景搭建过程 ,而是完成了一个垂直切片原型,其中包含经过美术审核的环境和接近最终的对话,Firewatch 才有可能成为一款“成功”的游戏体验。

      这类强叙事的游戏更多的体验是美术资产决定的

    3. “The scale of maps is always the hardest aspect to get right. It’s important to plot your main paths and measure these distances; we’re looking for anything between 8 and 12 seconds from spawning to an objective. [...] Anything longer than that and players get frustrated when they respawn and have to run back. On the other hand, if the time is shorter it risks the map feeling too small for 8v8 matches, and can lead to chaotic gameplay. [...] This stage is crucial to map development, but our team operated by a simple rule of thumb; if it feels long, it’s too long."

      空间尺寸是一个蛮重要的需要尽早确定的感觉。 赶鸭第一关也是反复调整了蛮多次的。

    4. Playtest more often and catch scaling problems sooner.更频繁地进行游戏测试,以便尽早发现扩展性问题。Too big? Delete unnecessary rooms and compress what's left.太大?删除不必要的房间,压缩剩余部分。Too small? Expand outermost walls, then expand the center to fill up the new space.太小?那就先扩建最外侧的墙壁,然后再扩建中间部分,填满新增的空间。

      有很多种办法可以进行调整。比如说增加元素,删减元素。

    5. Keep an open mind and continue this cycle of modification + playtesting. Continue developing the blockout. Build, then walk around in it, then modify, then playtest again... and repeat. This design process is called iteration, because we are making new iterations that build off of the strengths of the previous version.

      一定要多测试,多改,敢于修改

    6. The purpose of the blockout is to experiment. To verify the results of the experiment, you must test the prototype. Do NOT just fly around in the editor view, that won't help you imagine the player experience.粗略建模的目的是进行实验。为了验证实验结果,你必须测试原型。 不要只是在编辑器视图中随意飞行, 那样无助于你想象玩家体验。Massing. Do the level's shapes make sense? Is it confusing to look at?体量设计: 关卡的形状是否合理?看起来是否令人困惑?Metrics. Does the player fit through every door and passage? Do the stairs / ramps work? Can the player jump where they're supposed to jump?测试指标: 玩家能否通过所有门和通道?楼梯/坡道是否正常?玩家能否在应该跳跃的地方跳跃?Flow. Does movement feel slow or fast, smooth or complex? What type of movement is ideal for your intended design goals?流畅度 :动作感觉是缓慢还是快速,流畅还是复杂?哪种类型的动作最符合您的设计目标?

      这里很重要。值得注意的是美术设计师加入后可能会破坏掉一些体验,要有回归修复的过程。

    7. Texture the wall with a different color from the ground plane. Color and brightness provide important context for understanding what the space is made of, and how these various floor and wall planes relate to each other. If you are afraid of colors affecting your blockout too much, then at least use textures with different shades of gray.

      一般用几种不同的颜色进行区分即可。地面,墙面,山体,关键物体。

    8. Build a wall segment that's approximately 150-200% as tall as the scale figure.建造一段高度约为比例模型高度 150-200% 的墙体 。If you're working in a modern game engine, sizes don't have to be exact -- the sense of proportion is most important to establish here.

      这里是一种经验范围的比例

    9. Add a player-humanoid scale figure to help establish scale. 添加一个与玩家人形比例的模型 ,以帮助确定比例。

      添加比例是一方面,但是最好还是进场景里跑一跑看看当前的3c规则下场景大小比例表现如何。

    1. If the lock requires multiple keys, the lock's visual design should hint at the key count. For example, a locked door that requires three keys should have three keyholes.

      最粗暴的方式就是双人成行保险栓那里 就几个洞。

    2. how the lock before the key. When the player finally finds a key, they might remember the locked door they encountered earlier. If you do it the other way around, it will feel less like the player solved a problem, and more like they accidentally stumbled on the lock with the key already.

      这是显然的,不然就会特别无聊,这点要强调。

    3. A lock and key gate is a hard gate that prevents the player from passing through until they find the "key" somewhere else in the level. This key is abstract -- it can be a literal key item that the player picks up, or it could be a button.

      典中典设计,双人成行几乎全是在玩这个

    4. Gating is an abstract concept, it is not necessarily a literal gate or door. It could be a magic barrier, an NPC blocking a doorway until you complete their quest, or an avalanche of rocks that falls behind the player. Anything that blocks player movement is functioning as a gate.

      卡你的那个东西。

    1. A larger multi-area pattern with a central area (hub) and several smaller areas / passages extending off of it (spokes). To explore different spokes, the player must return to the hub.

      博德之门3的孵化室就是一个这样的地图。 博德之门好多地图都是这样的,比如月出之塔的地牢。

    2. A typology is a layout design pattern, a class system that helps us think about layouts. It abstracts the layout -- it simplifies and generalizes the structure.

      这一张是地形设计的基本功,有几个很典型的布局设计。

    3. A dead-end corridor with a visible exit when you backtrack.

      这里很经典,但是原路要有足够的地标,否则可能会有些迷路。 这种相当于强制玩家探索了某块死胡同区域了。

    4. The first person horror game P.T. (2014) made players walk down the same hallways over and over, with a looping mechanic that teleports the player back to the start once they open the door at the end. It is a powerful use of the corridor, and would've suffered with a more open layout.

      走廊的最经典游戏

    1. 2014: APA, along with the American Educational Research Association and the National Council on Measurement in Education, issues a new set of Standards for Educational and Psychological Testing. This is the sixth set of standards spanning a 30-year period. The new edition elevates considerations of fairness alongside considerations of reliability and validity in educational and psychological testing (Worrell & Roberson, 2016).

      In 2014, APA finally updated its testing standards and put fairness on the same level as reliability and validity. After years of tests being created through a mostly white lens, this update basically admits that bias has been baked into psychological testing for a long time. By calling fairness a core part of what makes a test “good,” the field is finally owning up to how prejudice has shaped who gets measured accurately and who gets misjudged.

    2. Alice Chang becomes the first person of color to serve on APA’s Board of Directors.

      Alice Chang becoming the first person of color to serve on APA’s Board of Directors in 1994 shows how long people of color were kept out of leadership in psychology. For more than a century, APA’s top positions were held almost entirely by white psychologists, so her election exposes how deeply whiteness shaped who had power in the organization. Turning point .

    3. 1988: Ponteretto (1988) reviews articles published in the Journal of Counseling Psychology between 1976 and 1986 and finds that 5.7% of the articles focus on people of color. Furthermore, people of color made up only 6.5 to 11.1% of regular editorial board reviewers.

      Ponterotto (1988) shows that people of color were barely represented in psychology. Only 5.7% of the articles focused on communities of color, and only 6.5–11% of the reviewers were people of color. This shortage of minority representation exposes how the field was operating through a system of whiteness, where white perspectives dominated what research was produced and validated.

    1. what if we cut ALL "unnecessary" areas? now it's less work to build but does it still fulfill our experience goals?

      应该是丰富性和明确性的平衡。不好评价,可能前期关卡少一些,中后期关卡应该肯定需要一些分支路线作为补充。

    2. If something isn't on the critical path, then only some players will see it. Is it worth making?

      这里要平衡好制作成本尤其是对于小型项目来说

    1. When planning the verticality in a level, try to chunk it together into floor planes and merge minor height changes into a single floor. Don't try to hold 10 different distinct overlapping layers of floorplans in your mind, because players probably won't be able to process that much complexity either.

      坚决杜绝花果山设计,太反人类了。 当然也有做的好的比如塞尔达的垂直关卡。

    1. Players follow circulation based on their current objectives. If they must find the exit, then players will follow primary circulation. If they need to reach the roof, players will look for vertical circulation. If players need to sneak around or explore for resources, they use secondary circulation.

      其实就是所谓的大路小路,和玩家在现实的直觉相符合

    2. For single player levels, conveying circulation is crucial for narrative. If you want your level to feel like a plausible real-world space, then you must also think like a plausible real-world architect with plausible real-world circulation.

      这里最经典的就是那个13号出口,玩家在地铁站回廊里反复走

    3. how areas link to other areas, the "connectivity" of a map

      这里主要是一些pvp游戏的,线性解密关卡游戏一般不会。除非是类似迷失岛,极乐迪斯科那种半开放探索的游戏

    1. Let's explore a map with a version of the same questions but focused specifically on being part of a team (large file - select to download):

      See image below - and main circle. Change 'exeprience' to 'experience'

    1. Circulation (or "connectivity") refers to how areas connect to each other.

      多人游戏时沟通两个模块的动线比较重要。决定玩家可能的行进路线

    2. example level layout drawing with marked critical path and numbered gameplay beats

      这里本质上还是一种线性关卡 只是看起来更丰富一下,后续的关卡设计可以参考一下这种思路。 可以更多参考一下房车游戏的设计,有一些岔路或者圆形空间回旋空间啥的

    3. Wayfinding. Is the path obvious? What info helps the player plan a route?

      可以提供一些软性的指引,如路牌,光照,视觉压迫的引导等

    4. 传统观点认为,垂直空间越多越好,因为它能为地图结构增添视觉趣味,打破单调的地面。但今天,我们不建议随意堆砌垂直空间,而是提倡克制。垂直空间的适用性很大程度上取决于游戏的核心设计;许多游戏机制需要大片平坦的地面,有时这样也无妨。你无需到处随意放置台阶和平台。

      不要为了垂直强行垂直

    5. What is this level / area / encounter / experience about? Fast exciting action, calm observation and navigation? The first glimpse of a big city? A scary chase? A hangout?这一关/这一区域/这一遭遇/这一体验是关于什么的?是快节奏的刺激动作,还是冷静的观察和导航?是初次领略大都市风貌?是惊险刺激的追逐?还是休闲聚会?For competitive multiplayer maps, flow strongly affects overall map balance.对于竞技多人游戏地图而言,流程对地图整体平衡性有显著影响。To verify the flow works as intended, you must blockout and playtest.为了验证流程是否按预期运行,您必须进行封锁和测试 。

      这种 拐弯,上下坡,障碍物等,会对玩家的行进线产生影响,我们要规划好这种影响。

    1. ou could also argue Miyamoto's methods are less applicable to other genres, situations, or teams. They were a dozen veteran pro developers who knew and trusted each other, of course they could improvise small low poly single player levels with no planning.

      也就是说如果是老手的话可以跳过这一步,直接搭白盒

    2. For the influential 3D platformer game Super Mario 64 (1996), Miyamoto's team made only minimal concept art / layout sketches to plan major pacing beats:

      其实我实际过程中也赞成这一点,大概规划一下直接搭白盒就行了,因为3d游戏空间感更重要而且白盒搭起来挺快的比画画快多了。。

    3. In the drawing above, note the numbered control points and labeled call outs. Each control point area is like a mini arena / parti, with specific landmark labels: sniper ledge, tunnel, stone arch, barracks, etc. Name and theme map areas from the beginning. Labels also highlight the most important parts key to the map's experience goals.

      命名的方式很容易带来灵感。

    4. Flow: one central lane with side paths, 5 control points total with dynamic spawn rooms流程 :一条中央通道,两侧有支路,共 5 个控制点,设有动态重生室Balance: symmetrical map, all 9 classes must be viable, attack / defense viable at each CP平衡性 :地图对称,所有 9 个职业都必须可行,每个控制点进攻/防守都可行。Typology: beaded necklace, a long coiled corridor dotted with arenas for each CP类型 :串珠项链,一条长长的盘绕走廊,其上点缀着每个控制点的竞技场。

      看起来这种平面图和赶鸭也非常相似。但是他们是怎么控制空间大小,路径长短的?只是凭感觉吗 还是白盒搭建阶段还会进行调整。

    5. layout of WKZ Station in "Automata" for Watch Dogs 2, as drawn by the designer Iuliu-Cosmin Oniscu

      似乎室内空间更适合用这种方式进行快速设计

    6. Notice how the Nova Prospekt plan (above, right) is a relatively simple layout drawing, marking out areas and how the player might progress through them. It omits the individual rooms and hallways inside each building. This is a layout image for a group of levels, not just one level. It is basically a bubble diagram, focusing on the footprint of each area and its connectivity.请注意,Nova Prospekt 的平面图(上图右侧)是一张相对简单的布局图,标出了各个区域以及玩家可能在其中移动的路线。它省略了每栋建筑内部的各个房间和走廊。这是一张关卡组布局图,而非单个关卡的布局图。它本质上是一个气泡图,重点展示了每个区域的占地面积及其连接方式。For the individual cell blocks and encounters, Valve concept artist Eric Kirchmer incorporated level design and gameplay markup directly into the concept art sketches, which were likely the result of collaborative group whiteboard design sessions. These combat encounters have intended flows with idealized critical path "solutions", which treat each battle like a puzzle to be solved. These sketches provided valuable design documentation for level designer David Sawyer to blockout and prototype from.对于各个关卡区域和遭遇战,Valve 的概念艺术家 Eric Kirchmer 将关卡设计和游戏玩法标记直接融入到概念草图中,这些草图很可能是团队协作白板设计会议的成果。这些战斗遭遇战都经过精心设计,拥有理想化的关键路径“解决方案”,将每场战斗都视为一个待解的谜题。这些草图为关卡设计师 David Sawyer 提供了宝贵的设计文档,供其进行场景搭建和原型制作。

      这里有一个很好的参考价值,直接进行一个气泡图+谜题投放的规划,然后进入白盒搭建阶段即可

    7. A bad bubble diagram is good. That means you found the design problem early, and you can draw another one to try another arrangement.糟糕的气泡图反而是好事。 这意味着你及早发现了设计问题,可以再画一个来尝试不同的布局。Draw at least 3 bubble diagrams to imagine multiple arrangements and sizes.画出至少 3 个气泡图, 以想象多种排列方式和大小。You can deviate from the parti. The purpose of the parti was to help you start drawing bubbles. If it's not helping you anymore, then don't use it.你可以不按照步骤来画。 步骤的目的是帮助你开始画泡泡。如果它对你不再有帮助,那就不要再用了。

      所谓的气泡图就是一些功能区块的排布和链接规则

    8. 因此,在绘制布局之前,至少要定义一个玩家体验目标: 玩家在这个关卡中应该学习到什么、感受到什么或做什么?

      这里其实是早期规划的内容,也就是说关卡可能的元素和概念先规划好了,这里使用平面图进行具体的设计投放

    9. But remember: plans aren't magic. A layout drawing cannot tell you if your level works, only a blockout and playtest can begin answering that question. A layout is NOT a level, the player never plays your drawing.但请记住: 设计图并非万能。 布局图无法告诉你关卡是否可行 ,只有搭建场景并进行试玩才能初步解答这个问题。 布局图并非关卡本身 ,玩家永远不会玩你设计的关卡。

      布局只是给一个大概的拓扑学走向,大概定一下关卡结构,可能能够体现一些动线和节奏,但是还是要以白盒为准。

    1. 자동 완료 처리 후 매도자 적립금은 자동으로 확정된다.

      3자연일 이후, 24시간 이의제기 기한 지난 이후에 매도자 적립금은 자동 확정.

    2. 원칙적으로 불가, 부득이한 경우 중개인 판단

      시스템으론 중개인 판단으로 변경 가능. 약관에는 당일 환불 불가가 기본 원칙으로 쓰여짐.

    1. 在动作游戏关卡设计中, 不要过早地进行过多的世界观构建。 为了适应关卡而修改世界观要比反过来容易得多。

      其实还是根据不同游戏类型去区分

    2. 定义历史学家, 他们生活在何时何地?他们的感知、记忆或获取信息的方式会受到所处时代和地域的影响吗?

      极乐迪斯科里有很多老年的城镇居民,和他们的交谈中可以了解很多往事。

    3. 绘制游戏世界的历史图,时间跨度从几天、几个月、几年甚至几个世纪,并附上简短的注释和标签。

      极乐迪斯科肯定有一个类似编年史的东西,包括整个世界的和城市的

    4. 从不同视角绘制同一区域的多幅地图 。这片区域在 100 年前或 500 年前是什么样子?不同背景的角色会如何描绘同一个地方,或者使用不同的名称?你的世界中存在哪些模糊不清之处和冲突?一张“错误的地图”或许比一张精确的地图更有趣。

      极乐迪斯科绘制了战前和战后的两种地图,对比起来令人唏嘘

    5. 请定义地图绘制者, 他们是谁?他们的动机是什么?他们与他们所绘制地图的区域有何关系?

      这点非常有趣,极乐迪斯科里的地图实际上是一个导游地图,某些旅行社绘制的本地城市著名景点游览地图,非常具有代入感。

    6. 在上图所示的示例中,作者 NK Jemisin 构建了一个位于赤道上方略微偏北的两块大陆的世界。随后,Jemisin 将目光聚焦于两块大陆之间一片能量极高的赤道海洋,并将其放大成一条名为“泪海”的“地狱走廊”,珍贵的“狂怒木”就生长在它的海岸线上。虽然一个饱受海啸侵袭、滋养着魔法树木的区域本身就显得有些不可思议,但当它融入一个更为平凡的世界时,却显得更加合理且独特。

      全战战锤等游戏很多都用到了这种技巧。极乐迪斯科似乎也是,背景故事里有这样一个极大的世界,但是某些角度又和现实的东欧世界类似。

    7. 首先,绘制一张以地形和气候为重点的大比例尺地图。为了设计出尽可能逼真的地球地图,首先要了解一些基本的地球科学原理:Draw continents. Simulate continental drift arrow-up-rightand make sure they fit together like puzzle pieces.绘制大陆 。模拟大陆漂移 (右上箭头) 并确保它们像拼图一样完美契合。Draw wind systems and latitude. Prevailing windsarrow-up-right change with latitude and interact with landmass.绘制风系和纬度 。 盛行风向右上方箭头。 随纬度变化并与陆地相互作用。Draw mountains and lakes. Mountains formarrow-up-right along fault lines or volcanos. Riversarrow-up-right generally flow from atop mountains or lakes and downward toward the ocean.画出山脉和湖泊 。 山脉呈右上箭头方向。 沿着断层线或火山。 河流通常从山顶或湖泊流下,汇入海洋。Label climates. It's hotter toward the equator, colder toward the poles. Mountains can block or trap rainfall. Is it humid, windy, rainy, stormy?描述气候 。赤道附近较热,两极附近较冷。山脉会阻挡或滞留降雨。这里潮湿、多风、多雨、多风暴吗?

      这种就是用一些符合地理和物理知识的技巧,构建一个架空的新世界。

    8. Draw a map of the fictional game world, beyond the playable area in the game. What is the level's relation to the larger world or universe? Mapmaking is a very common worldbuilding trope in fantasy genre novels. And for level designers, a map is probably the most immediately useful worldbuilding tool. 绘制一张虚构游戏世界的地图,范围超出游戏中的可玩区域。该关卡与更广阔的世界或宇宙有何关联?绘制地图是奇幻小说中非常常见的世界构建手法。对于关卡设计师而言,地图或许是最直接有效的世界构建工具。The simplest way to engage the player is with plausibility. If you're new to worldbuilding, you should start with something familiar and Earth-like for now. 吸引玩家最简单的方法就是营造真实感。如果你是世界构建新手,最好先从一些玩家熟悉的、类似地球的世界入手。

      这种就是类似 冰与火的韦斯特罗大陆,或者类似指环王dnd的世界地图设定。相当于一个世界观的概念。

    9. To plan a basic level, you only need to worldbuild enough to answer three basic questions:要规划一个基础关卡,你只需要构建足够的世界观来回答三个基本问题:(Past) Who made this place? (Why? How will the player know?)(过去)是谁建造了这个地方? (为什么?玩家如何才能知道?)(Present) Who lives here now? (Why? How will the player know?)(现在)谁住在这里? (为什么?玩家如何得知?)(Future) How can the player affect this place? (Why? How will the player know what happened? How will the inhabitants react?)(未来)玩家将如何影响这个地方? (为什么?玩家如何得知发生了什么?居民们会有什么反应?)

      对于大部分玩家只需要解决这几个问题就可以了,已经能够有图景了

    10. So in this book we embrace a functionalist attitude toward game narrative: fictional storyworlds in video games serve a crucial design function to smooth over the inherent incoherence of interactive systems. That is, story solves game problems.

      除非是纯文字游戏,否则游戏的剧情还是要对玩法和机制服务的,其实就是边做边圆剧情的感觉

    1. In other words, consider your audience, and what connects you and your curiosity, interests,

      Admit that I do not always think about who I am trying to write for.

    2. If you consider the question, “Why is Mickey Mouse the best candidate?,

      Sometimes I like to call it the devils advocate approach, Think about all the answers why Micky mouse wouldn't be a good candidate and go from there.

    3. Kohn advocates for an education system that cultivates children’s authentic curiosity at a young age. By starting the inquiry process early in a child’s education,

      I'm repeating myself. But this is why I did better with a different structure and type of classes in my last 2 years of high school. I would have probably dropped out if the program didn't exist.

    4. writing process for our essay (see Chapter 2 and 3)

      I wonder why this chapter doesn't come before 2 and 3. To me it would make more sense to read this first so you know how to go into the reading and writing. But, that is why we are jumping chapters in this class

    5. elicits a single-word answe

      Then there is nothing to write a substantial piece about, you've got to have more depth and sub-questions to your original question

    6. reading is more about satisfying your personal curiosities

      This way it'll give a person more fulfillment from reading instead of reading just for obligation

    1. a lấy ngẫu nhiên ra từng sản phẩm một để kiểm tra cho đến khi nào gặp sản phẩm giảthì dừng. Tính kỳ vọng của số sản phẩm thật đã kiểm tra

      Trong lý thuyết xác suất, biến thể mà bạn nhắc đến chính là Phân phối Hình học (Geometric Distribution) nhưng tập trung vào số lần thất bại trước khi có thành công đầu tiên. Sự khác biệt cụ thể như sau: 1. Định nghĩa biến ngẫu nhiên : Biến thể thông thường ( ): Tổng số lần thử cho đến khi thành công (bao gồm cả lần thành công). Giá trị Biến thể của bạn ( ): Tổng số lần thất bại trước khi thành công. Giá trị Mối liên hệ: . 2. Hàm khối xác suất (PMF): Nếu gọi là xác suất thành công, công thức sẽ là:

      (Giải thích: Bạn có lần thất bại liên tiếp, sau đó là 1 lần thành công). 3. Các đặc trưng cơ bản: Kỳ vọng (Giá trị trung bình): (thay vì như biến thể cũ). Phương sai: (vẫn giữ nguyên như biến thể cũ). Ví dụ nhanh: Nếu bạn ném bóng rổ với tỉ lệ vào rổ là (20%): Trung bình bạn cần ném 5 lần để có quả vào rổ đầu tiên ( ). Nhưng trung bình bạn sẽ trượt 4 lần trước khi thấy quả bóng vào rổ ( ).

    1. While this may have been true in high school, we would like to propose that a more meaningful research process in college starts somewhere else

      This is probably why I did better completing college courses instead of my typical high school classes.

    1. Due to the variability and complexity of the social and asocial environment that dogs need to fit in when sharing their lives with humans, we hypothesised that the ability to learn socially develops early in dog puppies.

      I have further questions about how puppies develop social learning skills and what influences that development overall.

    2. Young animals have less experience with their environment and are more vulnerable than adults in general.

      I have further questions about this because how can vulnerability in younger animals influence learning, development, as well as survival strategies.

    3. Vertical transmission of information (i.e., from parents to offspring) is thought to be one of the major pathways of social learning, on which cultural evolution largely depends

      I found this interesting because it shows how learning between parents and offspring help knowledge survive, as well as evolve, which can shape how both humans and animals behave across generations.

    4. Dogs evolved in the human environment, a milieu that is extremely complex, variable, rich in information to acquire and in models from which to acquire it. Dogs’ evolutionary background and development in human social groups makes them ideal subjects for investigations on social cognition as they readily and flexibly form social relationships, not only with conspecifics, but also with humans

      I found this interesting because it is able to highlight how dogs long history with humans has shaped their ability to learn from us, communicate with us, as well as adapt to our social groups.

    5. Social learning is an efficient and fast mechanism to transfer information from more experienced (often, older) to less experienced (younger) individuals.

      I found this interesting because it shows how learning from others can help different individuals develop faster and helps knowledge continue.

    6. We further investigated on whether demonstrations performed by their mother or by an unfamiliar conspecific model affected puppies’ learning trend differently. We found that social learning skills are present in 8 weeks old puppies and they remembered this experience for 1 hour.

      I found this interesting because it shows how important observation and social interaction are for learning in dogs, even when they are very young.

    7. Social learning is especially advantageous for young individuals because it reduces the risks of trial-and-error learning, while providing an efficient way of acquiring information

      I found this interesting because it shows how much we learn just by watching other, which is able to help us stay safe, learn faster, and adapt to our environment overall.

    1. 계약 완료 시 예약금 처리
      • 계약 완료 시 원칙적으로 거래 성사비 50%를 차감한 후 보증금 및 예약금을 반환하는 구조입니다.

      • 다만, 초반 프로모션 기간에는 100% 반환 예정이므로 해당 내용이 고객에게 사전 안내되어야 합니다.

      • 따라서 고객 화면에서, 예약금 결제 또는 담보금 설정 시, 계약 완료 시 전액 반환된다는 프로모션 안내 문구가 노출되어야 하며, 이후 거래 성사비를 받는 시점에는 해당 문구 수정이 필요합니다.

    2. 예약금글 결제하는 시점에 매도자가 보유한 적립금에서 최대 5만 원 이내로 보증금이 자동 설정된다.

      일반제안. 역제안의 매도자 보증금 설정 시점이 언제인지 확인 후, 해당 내용으로 정책서 업데이트 부탁드립니다!

    1. We identified

      This is the first change in perspective (that I saw), during the conclusion where it changes to talking about the writers as the subject instead of other people.

    2. Brønn, 2014

      we see more citations referenced when the start talking about cross-cultural comparisons to the U.S of how public relations is spoken about in different languages.

    1. what is the most important chapter or section from this textbook, and why?

      believe showing how to annotate effectively is important to see. However, I think reviewing this chapter first would be much more helpful. It has taught me how to ACTUALLY take notes and understand my research better. Before learning this, I was just memorizing dates, finding resources that barely supported my argument, and trying to force connections between all my sources throughout my research.

    1. Write brief summaries of each stage of thought or if appropriate each paragraph, mirroring the article’s order.

      I like using this extension much more than just writing notes or summaries for an annotated bibliography. I think it would be. helpful way for me to get started on the types of resources ill be using, and. a good starting point for summaires I would have to write.

    2. an Annotated Bibliography for each of your sources. An annotated bibliography is a basic summary of the main ideas, claims, and arguments of your source or author, in addition to the MLA (or other formatting style) citation of the source.

      it's actaully really great that we can go over this and explain how to do it and what it is, because I'm working on this for another class.

    1. The authors do not have to agree on a certain claim, necessarily, to be clustered together in the same category of ideas. What you are starting to do here is introduce your various authors to each other, to bring them into the “same room,” to meet each other and have ‘a conversation’ that will eventually show up in your essay.

      I like this same room analogy, becuase to be honest creating a mind map, and gathering multiple resources can sound really daunting. Especially if you think you have to find 10 different resources where all of the authors agrree. iI'm sure you could find them, but they may or may not be credible.

    1. Wikipedia is one of those sites that can't be given credit, because it is able to edited.Possibly using this as a place to use other works cited would be good

    1. heavily influenced

      They want the highest amount of people to stay using google so there is an algorithm that recognizes search patterns that way you will see more of what you like and more than likely continue with google

    2. by brainstorming search terms

      Having a couple alternate terms can be very helpful since the first set doesn't always return with good enough results

  2. www.planalto.gov.br www.planalto.gov.br
    1. III
      • Ação monitória não se destina apenas para obrigações de pagamento.
      • É plenamente possível ação monitória para adimplemento de obrigações de fazer e não fazer.
    1. Disengagement may in some cases be a response to exclusion fromdecision-making processes at multiple levels or an expression offrustration about political arrangements that might give voice buthave little real impact and power (Ødegård 2009b, Taft andGordon 2013).

      Roots & Routes works against this framework

    1. Proteins in solution, or other macromolecules, are applied to a column with a defined support medium. The behavior of the protein depends on its size and that of the pores in the medium. If the protein is small relative to the pore size, it will partition into the medium and emerge from the column after larger proteins. Besides a protein's size, this technique can also be used for protein purification, analysis of purity, and study of interactions between proteins.
      • Julio Espinoza
    2. In this unit protocols are provided for size-exclusion high-performance liquid chromatography (SE-HPLC) and for conventional gel filtration, including calibration of columns (in terms of the Stokes radius) using protein standards.
      • Regan Tuck
    1. The tech industry is full of colonialist thinking and practices, some more subtle than others.

      Colonialism, eurocentrism and androcentrism are also very prominent issues in tech and the world in general. Products are often designed to meet the needs of white men, since they are often the ones in these offices designing these products. This issue can be addressed by fixing systemic discrimination in the hiring system.

    1. To increase profits, Meta wants to corner the market on social media. This means they want to get the most users possible to use Meta (and only Meta) for social media.

      In my opinion capitalism, specifically late stage capitalism is the reason social media is unhealthy and not as fun. Apps are centered around ads and sponsorships while they’re designed to maximize the amount of time you spend scrolling, making social media highly addicting.

    1. This can be best understood as the public relations aspect of a dictatorship. However, sometimes, these public goods are not produced for the mustering of political support but rather for the repression of political opposition.

      this reinforces the idea that autocratic governments and innovation are compatible

    1. How to study, analyze, and breakdown other levels / real world reference

      赶鸭的学习分为两类 1.游戏层面,需要看一下类似所有驱赶兽群的游戏的核心机制和关卡设计思路,甚至可以学习一些类似双人成行等线性关卡的设计思路 2.现实层面可以观察一下鸭子和鸭群的行为细节。

    1. Pacing plans and documents are most useful at the early stage of a project.

      其实规划文件的作用还是在项目早期阶段快速形成工作思路,中后期其实进行一些补充即可,后期工作还是专注在白盒设计和关卡制作和优化上

    2. diagram of a typical five act plot structure by StoryboardThat... the vertical axis is better understood as "suspense" rather than "intensity"

      这点非常有意思,其实地心1做着做着就做成这样了,这种张力比较大。

    3. But what does "4 out of 5 intensity" mean? The intensity score is just a gut feeling that emerges from knowing the game and observing playtests. It's not a hard science.

      一种感性的对关卡难度或者体验强度的规划

    4. To plan pacing in more detail, sequence the level in terms of a player metric and visualize the plot as a graph.

      这种一般是有较强的玩家机制和关卡机制的时候进行一些类似各类技巧的排布划分

    5. For The Last Of Us (2013), Naughty Dog designers rearranged different levels, story moments, and themes throughout the entire arc of the game. This "beat board" (pictured below) helped them plan out the pacing for the finished game, which actually differs greatly from the early plan detailed here.

      其实我理解就是把一些关键的东西(剧情情节,关卡机制,谜题设计等)先整理枚举好,然后按照一条特定的主轴节奏排布上去

    6. Flowchart, diagram of how beats connect to each other

      赶鸭关卡结构比较特殊,直接进行点线绘制,控制谜题出现的顺序和节奏,然后直接在关卡白盒搭建阶段进行基于距离(速度给定下时间也给定了)的节奏控制即可。

    7. Combat-based projects and puzzle games can benefit greatly from designing many beats separately, and arranging them together later. The workflow looks like this:战斗类游戏和益智游戏可以很好地利用分别设计多个节拍,然后再将它们组合在一起的方法。工作流程如下:Conceptualize, layout, and blockout one isolated battle / puzzle.构思、布局并搭建一个独立的战斗/谜题。Playtest and iterate on the blockout, until it has proven either promising or a bad idea.对原型进行测试和迭代,直到证明它要么很有前景,要么是个糟糕的想法。Repeat steps 1-2 until you have prototyped dozens of battles / puzzles.重复步骤 1-2,直到你制作出几十个战斗/谜题的原型。Arrange the best beats based on common (or contrasting) elements.根据共同(或对比)的元素,排列出最佳节拍。

      这里是一个很好的设计思路,目前我只是在纸面上准备了一系列的谜题,但是我并没有完整的都做在游戏里。只是根据自己的设计感觉直接进行挑选进行关卡布置。

    8. If you're dreading the work of building out a set piece, or worse, you don't want any players to actually play through it, then you probably shouldn't do it.如果你害怕搭建场景,或者更糟的是,你不想让任何玩家真正体验它,那么你可能不应该这样做。If you are learning a new toolset, then don't plan a huge epic set piece. If you're new to game development, then gauging the scope of a set piece may be difficult until you have more experience. Remember: the best set piece is the set piece that you actually have a chance of finishing and releasing.

      其实这里的定位就是类似地心1的通关cg,这里先不做了,因为赶鸭是一个弱剧情的游戏。

    9. Any scene in a film or game that feels important, memorable, or expensive, is probably a set piece.

      赶鸭中目前缺少类似的设计,但是目前可以在每关的结尾处进行补充?

    10. What happens in your levels? What are the various moments and places that define the experience?

      定义每个关卡的总长度和总时长 关卡节奏大概是 路径驱赶,解密,路径驱赶,解密的整体节奏 路径大概几十秒,然后会在谜题观察停留并且通过

      变化体现在路径和谜题的各类变种上

    1. grazed pasture vs. corn silage(1y)-alfalfa(3y) grazed pasture -0.3

      I'm still really surprised to see that a 5th year of pasture renovation totally negates the benefit of the other years of continuous cover in a pasture system compared to a corn silage and alfalfa system where tillage also occurs at least two times.

    2. acknowledging that many producers may use less-aggressive (or no) tillage prior to pasture renovatio

      Ok, this is good. I guess I would just add the caveat that comparing the uncommon worst-case grazing scenario to other dairy forage production systems may be a bit misleading.

    3. However, disturbance during outwintering may be severe enough to require pasture reseeding, and some producers use tillage to level the soil and prepare the seedbed.

      It would be good to convey a sense of what is the "typical" practice here. It might be worth asking Jason Cavadini directly this question. It's my sense that a complete renovation requiring some kind of tillage every 5 years is quite uncommon. I think that's an important bit of context especially when comparing to other forage production systems where tillage is much more common.

      I would also link to this pasture renovation fact sheet somewhere: https://cropsandsoils.extension.wisc.edu/files/2023/05/Fact-Sheet-Renovating-Pastures.pdf

    4. The no-till grazed pastures

      Again, I think it's important to be clear that the tillage is only happening in that single year during re-seeding.

    5. 3.4.3.2 Decreasing tillage intensity

      I would remind the reader that this is just tillage associated with the pasture re-seeding in the 5th year

    Annotators

    1. GB約500冊ダウンロードできます。(平均容量を10MBとして計算)図書をダウンロードできる容量の上限を設定します。図書の容量は10~100MBです。

      単位を統一

    1. GPT‑5.4 is our first mainline reasoning model that incorporates the frontier coding capabilities of GPT‑5.3‑codex and that is rolling out across ChatGPT, the API and Codex. We're calling it GPT‑5.4 to reflect that jump

      所以不会再有 5.4-codex 了?

    2. With tool search, GPT‑5.4 instead receives a lightweight list of available tools along with a tool search capability. When the model needs to use a tool, it can look up that tool’s definition and append it to the conversation at that moment.

      像不像 skills 的渐进式加载逻辑?

    3. human raters

      这些 human raters 的偏好很重要,模型的好坏由他们决定,但是如果你的偏好不同于这些人,那么你得到的结论可能是相反的。

      比如下面的 ppt 的例子,5.2 更偏好使用左图右文的布局,而 5.4 偏好上图下文的两栏结构。哪个更好见仁见智。

    4. *Previously reported as 64.7%. GPT‑5.3‑Codex achieves 74.0% with a newly introduced API parameter that preserves the original image resolution.

      直接10个点的提升,就因为用了原始分辨率图像……

    5. GPT‑5.4 Thinking can now provide an upfront plan of its thinking, so you can adjust course mid-response while it’s working

      就是在思考时可以继续发送消息,输入框会显示“继续提问”。但是当模型思考结束开始回复时,就不能再发送了。

    1. To help internalize these big design goals, title each pillar with a pithy phrase or word. For example, the God of War (2018) internal design pillars at Sony Santa Monica were Combat, Father/Son and Exploration (see below).

      赶鸭的三大支柱: 1.语音驱赶兽群 2.玩家配合 3.各种意料之外的混乱

    2. Try adding a pacing goal: "feel overwhelmed at first" ... So maybe the fight should start in a small space with enemies almost surrounding the player.

      玩家一开始应该在一个风景优美的低压力区域开始赶鸭,学习赶鸭的基本操作技巧,然后进入到一些桥面,遇到一些机关,进行进一步的技巧操作。最后经历更高难度的机关抵达目标处。

    3. Avoid abstract experience goals. Imagine the player's perspective.

      赶鸭关卡的核心设计体验应该是: 1.充满欢乐和意外的赶鸭体验

    4. As part of the planning process, build playground blockout test maps: big boxy courtyard levels filled with varied floors, room shapes, and game objects.

      这里是踩坑的点和后续需要优化的点 需要制作一个游乐场测试场景对各类机制进行测试 1.一些物体的基础长宽高比例 2.一些关卡物体的机制和尺寸和玩家与鸭群的适配性

    5. Mechanics. What are the frequent activities / interactions / skills the player will use?

      1.基础的wasd移动跳跃等到达各个地方 2.语音驱赶指令 3.使用各类效果独特的道具

    6. Pillars. What are the 2-3 most important themes / features of this project?

      1.声控驱赶鸭子的体验 2.联机时的欢乐与混乱(短视频切片传播)

    1. Revising and editing are two separate processes that are often used interchangeably by novice writers. Revising requires a significant alteration in a piece of writing, such as enriching the content, or giving the piece clarity; editing, however, is not as involved and includes fixing typos and grammatical errors.

      This is important information to know, so whenever someone or even yourself need help on their writing you can always know how you can help them. Either it is just grammar and punctuation or passage changing.

    1. 보증금: 첫 역제안 시점에 매도인의 포인트에서 최대 5만 포인트를 담보로 잡는다.

      시스템상 담보로 잡는 시점이 언제인지요? 매도인이 역제안 하는 시점에 바로 5만 포인트가 담보로 잡히는건지요?

    2. 매물의 가계약 완료 이전(Contract가 PROVISIONAL 상태가 되기 전)까지 제안

      매칭된 이후에는, 제안이 불가한 것으로 정책 업데이트 부탁드립니다.

    1. but the time I spent just 11:26 thinking about what to write before even 11:29 writing anything down in the first place 11:30 is a lot longer.

      the higher the level the more thinking

    2. actively deciding how I want to 10:56 structure this information in a way that 10:59 makes sense. And I'm also actively 11:01 trying to group related ideas together. 11:03 You can see it's looking tidier

      Read the whole passage and then connect ideas

    3. it can feel 8:16 uncomfortable which basically means most 8:19 people are avoiding the type of thinking 8:21 that helps build stronger memory and 8:24 deeper understanding in the first place.

      People are avoiding higher level thinking just because it can be difficult, you can't grow without a challenge

    4. forcing our brain to engage in that 7:28 higher order thinking, which is one of 7:30 the most important cognitive processes 7:33 that you can do to understand, remember, 7:36 and apply what you learned properly

      Connecting ideas leads to retention of info

    5. level one often looks pretty messy. 4:35 However, 4:36 level one is not bad. Mind mapping is a 4:40 skill and like any other skill, there 4:42 are levels to that skill and you can't 4:44 just skip a level. Level one is 4:47 necessary because it allows us to break 4:50 out from level zero to then work towards 4:52 level two.

      Mind mapping just like writing takes practice to be good at it

    6. ultimately a waste 2:37 of time. So at level zero, there are 2:39 five characteristics that you should 2:41 definitely avoid. Firstly, it's very 2:45 linear. Uh secondly, it's usually very 2:48 wordy. And thirdly, it's pretty 2:50 superficial. Uh it doesn't go into the 2:52 content very deeply. It doesn't really 2:54 look at how ideas are related to each 2:56 other because frankly trying to write 2:58 that all down through level zero linear 3:00 note-taking would be completely 3:02 overwhelming. There's often a lot of 3:03 highlighting and sometimes there's a lot 3:05 of annotating. And at the end of the 3:07 day, it is uselessly timeconuming in 3:09 that it takes a lot of time, but it's 3:12 not really helping with our retention or 3:14 our depth of understanding

      Level 0 does not connect ideas and make them retainable