#sottosanti
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"The more likely spot would be in the center."
Paul Sottosanti said in his "The Color Purple" article that it was between Blue and Black, shifting so each color would have one direct ennemy and 2 lesser ennemies.
https://magic.wizards.com/en/news/feature/color-purple-2007-01-29
Planar Chaos was doing a what if where we were rearranging the color pie and reassigning abilities. That allowed us to stick it in between two existing colors.
If we put it in a set where the colors weren’t changing what effects they have, we would need to keep the current relationships between colors.
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Ahh, the early stages of feminism and women's rights.
Feminism is a social and political movement that has advocated for women's rights and equality for centuries. The evolution of feminism can be traced back to the late 18th century when Mary Wollstonecraft published her book "A Vindication of the Rights of Woman" in 1792. Since then, feminism has evolved through several waves and significantly changed women's lives and their place in society.
This ad aimed to advocate for women's rights and capabilities. It wants to say that women could also do what men do. Historically, it was created during WWII to encourage women into the workforce. Now, its audience is women and girls alike to inspire and advocate for feminism. The thought being presented by the ad is good for women, as it inspires them to strive to be equal to or even better than men. Although, that just isn't the case. Women can't always do what men do, and also men can't always do what women do. That is the one flaw that I see in the feminist movement. For example, women in the FIFA world cup want to be paid equally as men, but what they don't understand is their pay comes from their revenue. People just don't watch the FIFA Women's world cup, as it is less entertaining than the Men's Cup. Therefore, they have significantly less revenue and, therefore, less pay. We shouldn't strive to be better at things than the opposite sex, as men and women are just biologically different. Instead, we should strive to be better at our own craft, regardless of the opposite sex. When we improve in our craft/jobs, we will be compensated accordingly.
In conclusion, the advertisement was effective in inspiring women to be equal to or better than men; however, it's wrong to assume that women can do all things that men do, as men and women each have their own different strengths and weaknesses. Sources: IWDA. (2023, April 17). What Is Feminism? | IWDA. https://iwda.org.au/learn/what-is-feminism/
Sottosanti, K. (2023, February 21). A Vindication of the Rights of Woman | Summary, Importance, & Facts. Encyclopedia Britannica. https://www.britannica.com/topic/A-Vindication-of-the-Rights-of-Woman
We Can Do It! Rosie the Riveter. (n.d.). The Library of Congress. https://www.loc.gov/item/2021669753#:~:text=Summary,enlist%20women%20in%20the%20workforce.
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Stopping by the sotti santi tonight. Pressing play on the finest of mp3s #sottosanti #bethlehempa #djsostcyr #callmeKoffi (at Sotto Santi) https://www.instagram.com/p/CfxVlUmrDnO/?igshid=NGJjMDIxMWI=
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Tonight another Sotto Santi Spectacular Stupendous Supercalifragilisticexpialidocious Saturday Night Party lol!!! Say that five times fast!!! Always a dope vibe when I’m in the building we got some of the most awesome bartenders in the valley slanging drinks and of course slices and other great food on deck!!! So come thru vibe out and let’s start our December off right!!! See ya there!!! #angelblive #supercalifragilisticexpialidocious #sottosblit #sottosanti #saturdaynight #southsidebethlehem #pizza #pizzalife #sliceoflife #youwannapizzame #dj #djlife #vibe #yktv (at Sotto Santi) https://www.instagram.com/p/CXE6NRiFwrF/?utm_medium=tumblr
#angelblive#supercalifragilisticexpialidocious#sottosblit#sottosanti#saturdaynight#southsidebethlehem#pizza#pizzalife#sliceoflife#youwannapizzame#dj#djlife#vibe#yktv
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td2.
#。゜ ⠀ ☆ ⠀ ⠀ janiyah townsend ⠀ ⠀ 〳 ⠀ ⠀ writings.#。゜ ⠀ ☆ ⠀ ⠀ janiyah townsend ⠀ ⠀ 〳 ⠀ ⠀ appearance.#。゜ ⠀ ☆ ⠀ ⠀ janiyah townsend ⠀ ⠀ 〳 ⠀ ⠀ musings.#。゜ ⠀ ☆ ⠀ ⠀ janiyah townsend ⠀ ⠀ 〳 ⠀ ⠀ cellular.#。゜ ⠀ ☆ ⠀ ⠀ donna sottosanti ⠀ ⠀ 〳 ⠀ ⠀ writings.#。゜ ⠀ ☆ ⠀ ⠀ donna sottosanti ⠀ ⠀ 〳 ⠀ ⠀ appearance.#。゜ ⠀ ☆ ⠀ ⠀ donna sottosanti ⠀ ⠀ 〳 ⠀ ⠀ musings.#。゜ ⠀ ☆ ⠀ ⠀ donna sottosanti ⠀ ⠀ 〳 ⠀ ⠀ cellular.#。゜ ⠀ ☆ ⠀ ⠀ luciano delgado ⠀ ⠀ 〳 ⠀ ⠀ writings.#。゜ ⠀ ☆ ⠀ ⠀ luciano delgado ⠀ ⠀ 〳 ⠀ ⠀ appearance.#。゜ ⠀ ☆ ⠀ ⠀ luciano delgado ⠀ ⠀ 〳 ⠀ ⠀ musings.#。゜ ⠀ ☆ ⠀ ⠀ luciano delgado ⠀ ⠀ 〳 ⠀ ⠀ cellular.
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Neom Review
Today we take a look at Lookout Games’ Neom, a tile drafting/laying game about building the cities of the future! With nice production and lots of tile variety, how does Neom stack up against similar games? Watch our review and
https://is.gd/WeXuEM
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https://ebay.to/2Jt32eo
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Weit und leer liegt das Land vor euch, der Wind wirbelt ein paar Staubkörner auf. Doch ihr seht bereits mehr. Vor eurem inneren Auge bereits eine Stadt, genauer gesagt eine Metropole der Zukunft. Grünflächen, Industrien, eine geschäftige Innenstadt und ein intelligentes Straßennetz, das jeden Einwohner schnell an sein Ziel bringt, sollen hier entstehen. Erbaut die Stadt der Zukunft!
#Familienspiel#featured#Generationen#Legespiel#Lookout Spiele#Paul Sottosanti#Städtebau#Stadtplanung#Strategie#Brettspiele#Spiele
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Science Fiction and Political Philosophy: From Bacon to Black Mirror (Politics, Literature, & Film), edited by Timothy McCranor and Steven Michels, Lexington Books, 2020. Cover image by Mickey McCranor, info: rowman.com.
Sometimes called the “literature of ideas,” science fiction is a natural medium for normative political philosophy. Science fiction’s focus on technology, space and time travel, non-human lifeforms, and parallel universes cannot help but invoke the perennial questions of political life, including the nature of a just social order and who should rule; freedom, free will, and autonomy; and the advantages and disadvantages of progress. Rather than offering a reading of a work inspired by a particular thinker or tradition, each chapter presents a careful reading of a classic or contemporary work in the genre (a novel, short story, film, or television series) to illustrate and explore the themes and concepts of political philosophy.
Contents: An Introduction to Science Fiction and Political Philosophy – Timothy McCranor 1. Fiction and the Science of Self-Reflection: Francis Bacon’s New Atlantis and the Idols of the Mind – Erin A. Dolgoy and Kimberly Hurd Hale 2. Utopianism and Realism in Shakespeare’s The Tempest – Paul T. Wifford and Nicholas Anderson 3. Frankenstein and the Ugliness of Enlightenment – Jeff S. Black 4. Technology and Anxiety in Melville’s “Lightning-Rod Man” – Tobin L. Craig 5. The Head, the Hands, and the Heart: Political Rationalism in Fritz Lang’s Metropolis – Damien K. Picariello 6. Technology and Human Nature in Aldous Huxley’s Brave New World – Nivedita Bagchi 7. An Exhortation to Secure Humanity against the Buggers: Ender’s Game – Steven Michels and Danielle Sottosanti 8. Seeing and Being Seen in the Kingdom of Ends: On Immanuel Kant, Adam Smith, and Star Trek: The Next Generation – Daniel J. Kapust 9. Knowledge of Death in Kazuo Ishiguro’s Never Let Me Go – Constance C.T. Hunt 10. Founding a Posthuman Political Order in M. R. Carey's The Girl with All the Gifts – Erin A. Dolgoy and Kimberly Hurd Hale 11. Bacon, Transhumanism, and Reflections from the Black Mirror – David N. Whitney and Steven Michels Index About the Contributors
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i have an oc named December sottosanti, she's korean-italian and married to her wife Zettie who's an inventor/mechanic, they own a coffee shop in this tiny mountain town and i love them so much
God I wish that were me but im v happy for them!
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For those asking about the color Purple, Paul Sottosanti wrote an article back in 2007 detailling its mechanical identity. There is even a partially filled set design skeleton for Purple.
https://magic.wizards.com/en/articles/archive/feature/color-purple-2007-01-29
FYI
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look at that! andromeda sottosanti ( @saccharineshot ) has just been accepted to jawbreaking. please take the time to post your intro and familiarize yourself with all of the useful pages. we’re looking forward to meeting you soon!
✧・゚: *✧・゚:* Hey look !! It’s ( andromeda sottosanti ) who is just about to enter the arena. The ( twenty-four) year-old is known to be ( adventurous, playful ) but they can also be ( impulsive, sly ). They’ve made a name for themselves as ( makeup & pmu artist) at ( wwe ). When I would have to describe them, I think of ( glittering lipgloss catching the suns rays ) and ( horror movie jump scares in the middle of a crowded theater ). Welcome !!
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La fortuna per gli sviluppatori
Se in alcuni titoli la fortuna dà un senso di equilibrio nella difficoltà, ci sono altri giochi in cui questo fattore aleatorio genera profitto. L’arrivo degli smartphone e dei diversissimi titoli gratis sugli store hanno segnato anche l’inizio dell’era delle microtransazioni e delle lootbox; il “pity timer” all’interno di questi giochi è spesso sviluppato in maniera molto intelligente. In Hearthstone, spiega sempre Paul Sottosanti, è possibile ottenere una carta rara ogni 40 pacchetti circa; tuttavia, le stesse carte, sono acquistabili sullo store del gioco. Il principio delle microtransazioni e lo spingersi oltre la “normale routine” è in sé un concetto non nuovissimo. Il dottor Burrhus Skinner, negli anni ’50, ha dimostrato come un essere senziente possa essere condizionato da una macchina; per farlo, si munì di degli animali, come topi o piccioni, e di una sua particolare invenzione, ovvero la Skinner Box. In pratica ha mostrato come questi animali, ricevendo una ricompensa ogni volta che un tasto fosse premuto, si stancassero o fossero subito sazi; tuttavia il dottore, programmando la ricompensa in maniera casuale, mostrò come l’animale fosse più incline a premere il tasto, tenendolo concentrato sull’azione sino a risultarne quasi dipendente. Questa dipendenza non era dovuta tanto alla ricompensa, ma al tasto. Il rilascio della dopamina nel cervello, che (mantenendoci in un linguaggio alla portata di tutti) manda i neurotrasmettitori in tilt, è dovuto all’attesa della ricompensa, e non all’ottenimento della stessa. Lo stesso principio, in realtà, accade con questo tipo di giochi: vi siete mai accorti, per esempio, delle lunghe animazioni prima di aprire unalootbox su Overwatch? Il cervello rilascia dopamina durante le animazioni e anche se otteniamo la solita ricompensa per l’ennesima volta il principio rimane. Nei videogiochi però si aggiunge il fatto che, per evitare la solita ricompensa dopo ripetute run, si è invece spinti a ottenere una ricompensa diversa, prima dello scadere del pity timer, pagando una somma di denaro. In questo caso, si potrebbe innescare il meccanismo “Sunk Cost Fallacy“: in poche parole, più soldi si investono in un gioco, in attesa della ricompensa desiderata, più sarà difficile abbandonarlo nonostante gli output poco soddisfacenti e le aspettative che calano. È la stessa cosa che avviene al casinò o persino in una relazione amorosa molto complicata: più è alto l’investimento e più è difficile smettere nonostante gli output siano semi nulli. Tuttavia non si può parlare di gioco d’azzardo in ciò che riguarda i videogiochi poiché, anche se si investissero 50 € per un set di lootbox, riceveremmo sempre qualcosa in cambio, a differenza del casinò dove si può invece uscire praticamente con le tasche vuote; il problema sta sempre e solo nell’aggirare quel maledetto algoritmo della fortuna. È importantissimo dunque mantenere il controllo in quei giochi in cui la fortuna è il fulcro della dinamica. Lo psicologo Clark Edwards, direttore del centro della ricerca sul gioco d’azzardo dell’Università della British Colombia, spiega più in dettaglio certi meccanismi del nostro cervello e in quale zona finisca parte della dopamina: «La parte interessata del cervello che regola la ricompensa e il movimento è lo Striato, dove ci sono diversi nuclei cerebrali. […] La stessa regione alimenta i vizi, che sono ovviamente collegati alle dipendenze».
Il futuro della fortuna
Nonostante l’ambiente videoludico sia cambiato drasticamente, ci sono molti game designer hanno tentato più volte di “eliminare la fortuna”. Larry DeMar, un noto designer di macchine flipper della Williams, ha tolto più volte il meccanismo “Ball Saver“, pensando da sempre che questo rovini la purezza del gioco. Tuttavia, l’approccio purista non sempre convince il giocatore medio. Jason Kapala, lo sviluppatore di Peggle, dice che oggi i giocatori cercano tracce di manipolazione quando queste non ci sono. e ha persino pubblicato alcuni file per dimostrare che i risultati erano veramente casuali, ricordando:
«Quando lavoravo ai giochi online era quasi impossibile convincere i giocatori che i risultati non erano manipolati. Questi elaboravano teorie assurde su come i principianti ottenessero migliori risultati per far sì che continuassero a giocare e i veterani spinti a migliorare le loro abilità ottenute.».
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it is late and i just finished this... i haven't written anything for my original universe in months but hopefully this will make up for it haHA (if you can't read their names, in order from top left to bottom right: Victoria Altalune, Auberon Jay Lange, Zahava Goldstein, Apothecary Wrayburn, December Sottosanti, and Ryan Anthony Windvale)
#hhhhh this is my first actual original work#like completely original.#and it's 9pm right now so I had to use flash in a dark room :/#i might delete this later#and repost it when I actually have a good picture#arsenic creates#arsenic's characters#valtalune#alange#zgoldstein#awrayburn#dsottosanti#rwindvale
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"Fairness is the unspoken promise of most video games. Controlled by an omniscient and omnipotent designer, a video game has the capacity to be ultimately just, and players expect that it will be so. (Designers also have an incentive to be even-handed: A game that always beats you is a game you’ll soon stop playing.) And yet, when video games truly play by the rules, the player can feel cheated. Sid Meier, the designer of the computer game Civilization, in which players steer a nation through history, politics, and warfare, quickly learned to modify the game’s odds in order to redress this psychological wrinkle. Extensive play-testing revealed that a player who was told that he had a 33 percent chance of success in a battle but then failed to defeat his opponent three times in a row would become irate and incredulous. [..] So Meier altered the game to more closely match human cognitive biases; if your odds of winning a battle were 1 in 3, the game guaranteed that you’d win on the third attempt—a misrepresentation of true probability that nevertheless gave the illusion of fairness. Call it the Lucky Paradox: Lucky is fun, but too lucky is unreal. The resulting, on-going negotiation among game players and designers must count as one of our most abstract collective negotiations. [..] Luck is equally vital in modern games, whether it emerges from dice rattling in a cup or the treacherous Chance cards in Monopoly. But its role has changed: Humans have taken the reins from the gods, and luck has become a design tool capable of changing players’ experiences and expectations. For instance, it enables players of varying abilities to play together by reducing the advantage of actual skill. [..] When the soccer ball sails past the goalkeeper in FIFA, or when, inexplicably, a herd of race cars slows down to allow you to catch up, a game designer’s hand has just acted to provide some ghostly rigging. The effect of this manipulation is to flatter you and thereby keep you engaged. But it’s a trick that must be deployed subtly. A player who senses that he’s secretly being helped by the game will feel patronized; after all, luck is only luck if it’s truly unpredictable. Which is where the problems begin. [..] “As soon as the player becomes aware of any sort of pseudo-randomness, it risks undermining the joy of getting lucky,” [..] Games in which you’re given seemingly random rewards often employ a device known as a “pity timer,” Sottosanti explained, which guarantees that something seemingly fortunate will happen to you after a sustained period of misfortune—anything from 10 minutes to an hour, depending on the game. [..] While some instances of pseudo-randomness are designed to create the feeling of fairness, others are designed for profit. With the rise of so-called freemium games—free games that make real money during the course of play by selling virtual items—comes the temptation to manipulate what looks like a random act of chance in order to encourage further spending [..] It’s a technique straight out of the 1950s playbook of the American psychologist B.F. Skinner. Whether the subject is a pigeon, rat, or person, Skinner found, the strongest way to reinforce a learned behavior was to reward it on a random schedule. The designers of free-to-play games, by using an intermittent variable to dole out small prizes, found that they could keep players engaged—and spending—for longer. [..] When a player feels favored by luck, she said, “you can pin it to certain neurotransmitters spiking, and you know dopamine is released. Even the compulsive search and hunt for recreating that sense of euphoria is driven by the reward center in the brain.” Dopamine’s power to turn us into luck-chasers can be seen most vividly in the effects of some drugs used to treat Parkinson’s disease, which, in flooding the brain with dopamine, have been shown to turn patients into gambling addicts. And the temptation to manipulate the appearance of probabilities, in order to appeal to the human brain, is nowhere greater than in the gambling industry, where, whether the game is hosted on the Internet or in a physical machine in a casino, software usually handles the calculations. The results of any modern slot machine are based on arcane random-number generators in a computerized network, not on the fortunate conjunction of three wooden wheels. But losing to that sort of luck can be dispiriting. So gambling machines often employ the fiction of physical luck—by, say, making it look as if you just missed out on a king’s ransom as the final matching bar of gold or lemon reels to a stop just shy of a jackpot payout. This entices you to once more bet on odds that remain astronomical. [..] “On the one hand, people experience near-misses as aversive, but at the same time, the near-miss increases motivation. On a slot machine, a near-miss makes you more likely to continue, because it makes you feel like you’re improving at the game.” For games based heavily upon luck, maintaining this illusion of improvement and control is crucial. [..] Persuading a player that he’s improving at a luck-based game in turn increases the likelihood that he’ll take on unfavorable odds. “For years the gambling industry has had the ability to track individual players, create robust historical profiles on customers, and employ algorithms that can tell when someone is likely to leave,” [..] The operators of digital gambling machines have the ability to change payout odds in the middle of a gambling session based on these profiles, by giving a player a small payout in order to tempt him or her to keep playing. Many states have laws that forbid “luck” from being manipulated in this way. To get around that, casino operators dispatch so-called “luck ambassadors,” who go onto the casino floor and hand gamblers a cash bonus to keep them invested. Freemium games, which aren’t currently subject to the same legal strictures that bind the gambling industry, can freely give these bonus payouts during the game in order to make a player feel lucky—and so keep them playing and spending. [..] Unfortunately, the pure approach doesn’t always convince players. “Today, players almost always perceive patterns of manipulation where there are none,” Jason Kapalka, the Peggle developer, said. “When I was working on online games, it was nearly impossible to convince certain players that the results weren’t rigged in some way. People came up with elaborate theories about how beginners were given better results so as to rope them into subscriptions, or veteran players would be rewarded with better results for their patronage, and so on.” [..] If play is the way in which human beings rehearse life, it follows that we require our games to be filled with uncertainties, moments of caprice to which we must adapt our position and strategy. But we’ve grown more demanding about the luck that games serve to us—not too much, not too little."
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https://ift.tt/31s3Ype
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