#with lack of tactile input
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angelpuns · 2 days ago
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Me when I started the game: okay not putting any money in this guy. Okay maybe just for asesprite
Me now: okay but I'm an adult and I have adult money and I wanna spend it to make a BETTER game
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woah-uhuh-uhuh-uhuh · 1 year ago
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"haptic nerve blocking"
I always thought the squip would have to block more than just Jeremy's vision to actually remove something from his perception. And the problem with blocking sensory input at the level of the sensory nerves (rather than inside the brain where the input is processed) is that... now there's just a lack of input in that area?
When you have a blind spot in your eye, your brain's actually pretty good at filling in the hole with surroundings so you don't notice. I'm not sure if the same is true of tactile nerves --- but I thought maybe the squip would just selectively mute those nerves whenever Michael touches him. So here's a comic where Jeremy notices that numbness and puts 2 and 2 together :P
Also, please stare at this panel for at least three hours for me it's my favorite one and the first one I drew. thank you djsklfjdsf
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⚕️Psionic Emergency Pathways
Problems with psionic abilities can make Gallifreyans extremely distressed and disorientated. Here's a guide for managing problems in psionics, because you need to be PEP-ared!
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BIGGER - Google Drive: PDF / Image JPG / Image PNG
This guide is for use on Gallifreyans and Time Lords only. Always seek your human advice from human health providers.
✨ What Are Psionic Emergencies?
Psionic emergencies disrupt the delicate psychic networks of Gallifreyans, resulting in a range of acute or chronic complications. These emergencies can impair telepathy, cognitive function, and emotional stability, with potentially severe consequences if not managed promptly.
📝 How to Use PEP
📊 Recognising Psionic Emergencies
Each type presents specific symptoms that caregivers must identify. List your symptoms according to each category, and take the pathways that has the most symptoms.
⚠�� USE CLINICAL JUDGEMENT: Psionic symptoms cannot always be neatly categorised, please use clinical judgement at all times to determine the most appropriate pathway.
1️⃣ Psionic Overload
Overloads are usually acute episodes, where short-term excessive psychic input causes intense distress or collapse.
👤 Causes: Short-term exposure to environments highly saturated with psionic energy.
⚕️Symptoms: Intense headaches, Telepathic noise (uncontrollable mental chatter), Hallucinations, Confusion, Fainting and/or collapse, Nosebleeds, Psychic 'leakage' (unintentional sharing of thoughts/emotions), Hyperarousal (heightened sensitivity to sensory stimuli)
📋Management:
Environment: Move the patient to a low-stimulation space with dim lighting and minimal noise. This would ideally be a Zero Room, but if unable to access one, the caregiver should establish a cool, quiet, dark room.
Grounding Techniques: - Get them to name 3 things they can see, 2 they can hear, 1 they can touch. - Encourage deep breathing: Inhale for 4 seconds, hold for 4, exhale for 6. - Have them focus on tactile objects like textured stones or fabric.
Isolation Fields: Use psionic isolation technology to block excessive input, if able.
Mental Shields: Guide the patient to visualise a protective psychic barrier, such as a dome or glowing wall.
Pain Relief: Administer analgesics for pain if required.
❗When to Escalate: Overloads can lead to seizures, vomiting, or uncontrollable haemorrhaging. If symptoms worsen or persist beyond the initial intervention, escalate immediately.
2️⃣ Psionic Deprivation
Deprivation arises from a prolonged lack of telepathic interaction, leading to cognitive and emotional decline.
👤 Causes: Lack of use of psionics over a long time.
⚕️ Symptoms: Depression, Anxiety, Cognitive decline, Weakened psionics, Fatigue and muscle aches, Increased irritability or frustration, Social withdrawal, Suppression or loss of symbiotic connection with a TARDIS
📋 Management:
Reconnection: Facilitate telepathic contact through psychic bridges or entrelacement, ideally with another trusted Gallifreyan.
Exercises: - Memory recall: Encourage revisiting positive memories to reawaken dormant psionic pathways. - Symbiotic resonance: Use a TARDIS to help stabilise their psionic baseline. - Introduce mind-stimulating puzzles or telepathic games.
Emotional Support: Address depression or anxiety through verbal reassurance and emotional presence.
Check-ins: Begin regular telepathic check-ins to track recovery progress.
❗ When to Escalate: Escalate if the patient becomes unresponsive to verbal contact or shows other signs of severe cognitive decline.
3️⃣ Disease/Injury
Illness or trauma affecting the brain or psychic systems, leading to acute symptoms.
👤 Causes: Telepathic infections/parasites, or head injuries.
⚕️ Symptoms: General signs of illness or injury (e.g., known infection, visible head trauma etc.), Cold-like symptoms (e.g., congestion, mild fever), Persistent migraines, Psionic distortions (e.g., difficulty sending or receiving telepathic signals), Hallucinations, Disorientation or dizziness, Localised pain around the epiphysis cerebri (pineal gland), TARDIS systems affected (if applicable)
📋 Management:
Isolation: If a disease is suspected, activate containment fields to prevent psychic transmission to other telepaths.
Treatment: - Stabilise their physical health using emergency medicines and GASS and ABCDE protocols. - Treat any visible head injury. - Administer antibiotics or antivirals for bacterial or viral infections. - Use psionic cleansing devices to remove psychic parasites (if able). - Apply neural therapy to repair damaged telepathic pathways, ideally through using a zero room.
Pain Relief: Administer analgesics for pain if required.
Monitoring: Watch for worsening symptoms like persistent fever, seizures, haemorrhaging or loss of consciousness.
❗ When to Escalate: Escalate if infections or injuries show no improvement, or if telepathic distortions worsen.
4️⃣ Degenerative Conditions
Chronic conditions impairing telepathy and cognition over time.
👤 Causes: Long-term or terminal diseases and conditions, such as psionic dementia.
⚕️ Symptoms: Impaired memory recall, Disorientation or inability to differentiate reality from dreams, Psychic 'leakage' (unintentional sharing of thoughts/emotions), Progressive loss of psionic abilities, Progressive loss of language, Emotional instability (e.g., mood swings, paranoia), Sensory hallucinations, Telepathic 'ghosts' (phantom presences or voices)
📋 Management:
Degenerative conditions can often be terminal, so for any degenerative psionic condition, a care plan should be made tailored to the individual Gallifreyan. These care plans should include...
Stabilisation: Establish a physical and cognitive baseline from which to measure all future interventions.
Therapeutic Interventions: - Engage neural therapy or consult psycho-healers if able. - Initiate regular telepathic and sensory exercises to maintain connections and slow progression of condition.
Medications: Consider long-term medications for physical, mental, and psionic discomfort, including pain.
Quality of Life: Assess continually to ensure the patient has the best quality of life possible at all times.
End of Life: Put in place support for regeneration or end-of-life care.
❗ When to Escalate: Escalate if the patient becomes a danger to themselves or others, or if their quality of life significantly declines.
📌 Key Points to Remember
Low-Stimulation Environments: Essential for managing overload or degeneration.
Prompt Treatment for Disease: Act quickly to contain and treat psychic infections.
Specialist Care for Chronic Issues: Degenerative conditions like psionic dementia need long-term professional support.
Medical Guides These are all practical guides to assessing and treating a Gallifreyan in an emergency or medical setting.
📓|⚕️💞 Gallifreyan CPR [Update due]
📓|⚕️💞 Gallifreyan Cardiovascular Emergencies (beyond CPR)
📓|⚕️👽 Gallifreyan Assessment Scoring System (GASS)
📓|⚕️👽 Gallifreyan ABCDE Assessment [Update due]
📓|⚕️⚠️ Gallifreyan Sepsis Emergency Response (SER) [Update due]
📓|⚕️⚠️ Gallifreyan Severe Trauma Protocol
📓|⚕️⚠️ Gallifreyan Organ Failure Pathways
📓|⚕️⚠️ Gallifreyan Stroke Response
📓|⚕️️⚠️ Gallifreyan Anaphylaxis
📓|⚕️️⚠️ Gallifreyan Physical Shock Protocol
📓|⚕️✨ Post-Regeneration Management
📓|⚕️🌡️ Gallifreyan Pyrexia [Update due]
📓|⚕️🌡️ Gallifreyan Hypothermia
📓|⚕️⚡ Artron Management
📓|⚕️🧠 Healing Coma Management
📓|⚕️🧠 Gallifreyan Coma Scale
📓|⚕️🧠 Gallifreyan Neurological Trauma
📓|⚕️🧬 Symbiosis Management
📓|⚕️️🦴 Gallifreyan Fractures and Bone Trauma
📓|⚕️️🫁 Gallifreyan Respiratory Management
📓|⚕️🔮 Psionic Emergency Pathways
📓|⚕️🍼 Gallifreyan Paediatric Care
📓|⚕️🔪 Gallifreyan Surgical Procedures
📓|⚕️🔪 Gallifreyan Organ Transplants
Plus:
📓|⚕️💧 Gallifreyan Urinalysis
📓|⚕️🩸 Gallifreyan Bloodwork
📓|⚕️💊 Gallifreyan Pharmacology
📓|⚕️📡 Gallifreyan Medical Imaging
Any orange text is educated guesswork or theoretical. More content ... →📫Got a question? | 📚Complete list of Q+A and factoids →📢Announcements |🩻Biology |🗨️Language |🕰️Throwbacks |🤓Facts → Features:⭐Guest Posts | 🍜Chomp Chomp with Myishu →🫀Gallifreyan Anatomy and Physiology Guide (pending) →⚕️Gallifreyan Emergency Medicine Guides →📝Source list (WIP) →📜Masterpost If you're finding your happy place in this part of the internet, feel free to buy a coffee to help keep our exhausted human conscious. She works full-time in medicine and is so very tired 😴
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internetkatze · 16 days ago
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posting this here after much self-debate bc i dont want to actually Start A Discussion about it but i need to get my thoughts out Somewhere
I watched Jacob Geller's new video about Fear of Dark with some mild interest; personally the subject is entirely unrelatable to me, I've never been afraid of the dark, I actually find it comforting mostly, but I watch videos about things I don't relate to all the time, that's fine. And Jacob, of course, is a fantastic writer, and his videos always have excellent thoughtful presentation, so they're just a good thing to watch anyway.
Which is why I am deeply bothered that never at any point he mentioned anything about blind people or how an absolute lack of perception might actually be someone's normal. He talks about people going into caves and blindfolding themselves and hallucinating visual input but not what might be happening in the brains of people for whom light has never existed. For a lesser essayist I might give it a pass, but this is the kind of careful extrapolation of a subject I might expect him to at least give a nod to.
And I find this especially salient, for an essayist who talks about games, because I watched another video a while ago from someone talking about games that were accessible to blind people (that is, you can get through them solely using hearing and/or tactile input) and how the vast, VAST majority are horror games. Because sighted gamedevs can't seem to conceive of "find your way around the dark" as anything but terrifying. And how this sucks for blind players both bc the lack of options if you happen to not be a horror fan and for the intrinsic assumption that your daily normal is horrifying.
I don't know, I don't have a neat conclusion to wrap this up with, but I can't help but notice that so many of the things he cited as "fear of the dark" are actually fears of other things (fear of being in the wild, fear of being underground, fear of being trapped/tied up, fear of being vulnerable while unconscious).
The actual dark? As in, lack of visual perception? While certainly there are things that are made dangerous by it, there are plenty of people in this world without one or more senses who are just having normal-ass lives (as normal as can be given general lack of disability accessibility/acceptance)
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idontknowreallywhy · 10 months ago
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Resurface 10 - Recall
Maybe could be the next instalment of Resurface (a.k.a. the psychotic Virgil fic) or maybe could be a standalone - any thoughts? Inspired by a song which, it turns out, fits the situation rather well. Some sad Earth&Sky… given I’d managed zero words for days and have found that very irritating I’m gonna run with whatever! Edit to add: Yeah I’m calling it. So what if the fic has a random songfic chapter… it’s Virg…
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He floated in the darkness, weightless yet weighed down. There was nothing to see, nothing to feel. Nothing to smell. Yet he could SEE the dark in an overwhelming level of detail and his nerves rejected the empty tactile nothingness and told him cold instead.
There was sound in the void, but it was intermittent and muffled, as if he was underwater. Voices… familiar but unhappy bubbled past him. If only they’d speak more clearly perhaps he could fix whatever the problem was… but he found he couldn’t move his arms or… his head or�� anything so fixing was probably out of the question. He wondered if there anything of him left to move?
He wondered if he was… gone… and found he couldn’t feel too strongly about the idea. Hello darkness, Virgil was ready to succumb.
Oh… Virgil. He had a name. Well there it is.
He knew he was supposed to fight the dark but he was so tired. He was also aware the reason he kept fighting was no more. Although he wasn’t entirely sure what that had been… it nagged at him. It had been important. He was pretty sure it had been everything - there was just a hollow space where he imagined his chest would be. Was odd he couldn’t remember. If he could move his face he’d frown at that.
Maybe it was just that Afterwards you didn’t remember Before?
He only hoped this nothing wouldn’t be everything - the lack of comprehensible sensory input was maddening. Not to mention he had an irritating earworm that was disproving his theory about not remembering. And that would be really annoying to think about for eternity. What even was it? Some kids’ film…
Can there be a day beyond this night? I don’t know anymore what is true.
Huh. Pretty dark for something aimed at children.
Mind you, children felt things pretty strongly. He’d always done so, as far as he could tell. It’s why art and music worked for him. He remembered that too. Alright, memory was a thing then. Given the lack of anything else to do he cast his mind back, trying to recall something, anything… about who he was.
Trees. He could picture trees and feel the drop in the wind as he stepped amongst them. One in particular which was taller than the rest… a pecan. The scaly bark scratched at his fingertips as he peered up into the rustling branches overhead. Wait! He tried to shout but no sound came out! Wait! He wasn’t tall enough! He couldn’t follow! He stood on his tiptoes and stretched towards the hand that reached down out of the leaves but his fingers only brushed the air. He gasped, a bigger hand landed on his shoulder and it all went black again.
He was on his knees on the dusty tarmac and his knees were stinging but not as much as his eyes. The back of the big yellow bus blurred as he cursed his little legs for not being able to catch up with it. He squeaked in horror as a truck thundered past, horn blaring and then large hands were pulling his shoulders, dragging him to the grass. Sharp words, scared words. They told him he couldn’t follow. He wasn’t big enough for big school yet. He couldn’t always follow. He lifted his hands from his knees and stared at the redness that highlighted the wrinkles in his palms. A sob choked him and the red spread out and covered everything.
That large hand was tugging at his elbow, but Virgil wasn’t easy to move against his will. He relented and took one pace backwards, moving his right foot down one of the stone steps leading away from the ornate doorway with a lone figure standing in it. The others had gone back inside to continue the celebration. But one remained, watching them leave, smiling. The stupidly massive doors made him look small and he’d never looked small before. The left foot wouldn’t move. The arm tugged at him but he couldn’t. He couldn’t not follow. The figure waved again, straightened the smart blue coat with the silver buttons and gave a cheeky salute before turning and walking away. Virgil had no breath to cry out to him to stop, he could only reach out silently towards the retreating blue.
I follow you around, I always have, but you’ve gone to a place I cannot find.
No. The song was wrong. NO! He thrashed against the nothing and gagged on the bile that rose up in a throat that could suddenly feel, could suddenly burn, could agonisingly scream out loud:
“SCOTT!”
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Whole story in order
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mantisgodsdomain · 11 months ago
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Chilaios server ramblings the first. Being in this server has blasted our brain and awakened our capacity to ramble for screens upon screens at a time and although we have more coherent offerings many of them are waiting on one of the people who features heavily in conversation okay-ing us posting 21 screenshots heavily featuring them. Transcript below cut.
A set of screenshots of a Discord conversation, featuring us, Mantis God, nicknamed Speculative Vore Cookbook, and no one else because we cropped them out.
So! Whiskers, and greetings involving them.
We will preface this with the note that we are, of course, trying to keep with half-foot mannerisms and such reading as ever so slightly more expressive and thus "childish". Which is to say, fun things like lots of movement that would be thoroughly impractical for a larger species, that they can get away with because being smaller means that moving around simply burns less energy with less half-foot to move around.
With whiskers allowing for them to detect motion and vibration Very Well, especially, you get an excellent avenue for movement and, especially, tactile interactions being key in social situations.
With what we've already done: we've set up the brief bump of whiskers as a greeting - probably not necessarily a very strong bump, but one that lets you feel the other member of the conversation… being there, for lack of a better word. This also, by design, will put both participants fairly close to each other, physically.
We think it is perhaps Fun if "polite" for half-foots looks very physically close to other races, both due to Being Smaller making a small distance be bigger for them in terms of relative space, and due to the fact that a good chunk of their senses are hooked up in absurdly sensitive senses that stretch a very long way and are very hard to obscure compared to senses like sight.
"Polite", with humans, generally looks like… focusing a good chunk of your attention on your conversational partner. Showing that you're Paying Attention, that your primary Thing you're looking at is them. Obviously this is simplifying a lot, human communication is an eldritch horror of Niceties, but a lot of it more or less boils down to "showing you're paying attention to the other guy and their cues".
So: how to do that with this particular set of senses?
Half-foot hearing, at the very least, most likely means that it's going to be next to impossible to go through a conversation without listening to Other Things, whether you like it or not. Likewise, your conversation will not be private. Every other half-foot in the area will hear you (which might also mean that things like keeping track of multiple strands of conversation at the same time might be a more common skill). This also means that Lower Volumes are probably going to be crucial for casual conversation, because absurdly sensitive hearing means that "normal volume" talking is going to be Fucking Loud.
It honestly might be polite to, like… briefly disengage mid-conversation, if only because there's A Lot of input going in here, and you probably want to disengage every now and then to check on Everything Else. It's a very big world and you are a small prey animal that lives in probably fairly close-knit social groups, which has been gifted with the ability to check on people halfway across the house. Might as well pause to check for Other Things.
With Addition Of Whiskers, you've also got a fun, useful tool to "tether" the conversation a bit more. You're already close; might as well use those convenient things with the flexible range of motion for social cues. Probably ramping up the closer you are with someone. Touch whiskers to let them know you're Present And Listening. Have concern easily conveyed through using your useful Check For Things That Are Wrong On This Surface appendages. You just have to be close enough to pull off some light touch with whiskers that sprout very far off of your skin for it - with the unfortunate caveat that that looks like a lot closer for taller races and you are now getting up close to your fellow half-foots and conspiratically whispering while occasionally swivelling an ear over to check on the rest of the room or glance at someone else around.
We'll be damned if we know if we're presenting this Functionally, but: if made a bit more tactile, there's also the bonus of the fact that it might feed back a bit. Humans already need a certain amount of touch to be healthy. and the half-foot threshold might be a bit higher. This can lead to Fun Paths.
We're hunting for a good way to work this, and it's not working very well. More or less,, when you're a species that requires More Touch than the average other species, and you're surrounded by species that don't really Get That, where you're very capable of creating social faux passes or making yourself come off worse by seeking it, you can easily get into Fun Situations. The closer that a given half-foot is to someone, the more tactile that they'll probably want to be, which can cause some Very Fun culture clash.
Our concepts for this are somewhat vague but we think it's fun if all the races have similar points of Clash btw. We have been grouping dwarves, gnomes, and half-foots together in the same general "evolutionary group" which share enough cues to be Compatible while still being Not Quite Close Enough To 100% Get It.
(we have also grouped tallmen, orcs, and ogres into the same group. elves are just kinda off doing their own thing. kobolds are an unrelated convergent evolution in the same way that mermaids are humanoid and probably at least partially sapient but still not Human)
Might be fun if Senshi specifically has hung around the orcs for long enough to get socialized more towards their mannerisms. Weird dwarf who doesn't quite Get social cues that most dwarves pick up on who also just so happens to have more knowledge of the slightly more tallman-leaning group of body language.
We were going somewhere with this but we forgot.
Anyways half-foot affectionate head bonk as a Close Friends And Family Greeting that specifically isn't brought out around other races due to The Issues
Thank you for tuning in to our brief general takeover if we have the brain for it later we will maybe cohere this into a post of some description
BTW we have been basing our elves partially on ungulates this is partially because we think it's very fun to pull on the "mystic" qualities of animals like deer and horses for elves, partially to add our favorite wretched group of herbivores, and partially because we think it's fun if elves are Fucking Weirdos with traits like "weirdly elongated bones in the limbs that actively make fine control more difficult but Look more graceful and delicate to the human eye"
fucked up in there
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iwonderwh0 · 8 months ago
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Androids probably have different relationships with their perception of how far do "they" extend in a physical space. For humans it's quite straightforward – they extend only as far as their body as there are no sensitive/entry points that aren't directly connected to them physically. For androids however...they can directly extend their field of perception by interfacing with exterior sensors, such as cameras, motion sensors, drones, microphones.... They can set up a network of all sorts of devices and use them as if they are integral part of their own set of default sensors. In case they can use external devices for processing part of their inputs for them (like, on-cloud rendering) it gets even weirder.
But wait, humans can use external devices too, like have a microphone that transmits sound to their earphone, whether this microphone is somewhere else or right in the same place (as in hearing aids), but it still feels like an external object. Probably because it lacks tactile sensitivity and isn't a part of our immune system. For androids however, external devices Could be an entry point for threats for their system (computer viruses/spyware) for as long as it can send them information that translates into direct instructions for them to follow.
It's possible however that instead of androids feeling like they're occupying space in a more wider sense, it's the complete opposite way around, and actually they don't even really feel like they extend far enough to include their limbs and in general physical shell that isn't their (central) processor.
Conclusion? I don't know her. Fascinating stuff, is all
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killacharacterbingo · 7 months ago
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Hallucinogen
A hallucinogen, also called "psychedelic," is a type of drug or substance which, when ingested, causes hallucinations. They may cause other effects or sensations besides hallucinations, but that is the unifying trait of hallucinogens.
In turn, a hallucination is the altered perception of sensory input. While some are normal and inoccuous, experienced by most humans at one point or another, others can be more insidious as a result of illness or drug consumption.
Hallucinations seem real to the person experiencing them. Despite that, they may or may not have knowledge of what they're experiencing. Depending on their pathology, in case of pathological hallucinations, or their awareness (or lack thereof) about having consumed hallucinogens at all.
Hallucinations may involve any of the senses, making the person experiencing them perceive scents, visual input, sounds, tastes and tactile feelings which do not exist or are not taking place. Two more types of hallucinations, presence and proprioceptive hallucinations, can also take place:
-Presence hallucination involve feeling presences which do not exist, such as feeling watched, or as if there were someone behind the character.
-Proprioceptive hallucinations involve feeling like one's body is moving when it is not. Flying, levitating, running...
There are more types of hallucinations, such as those caused during sleep or by sleep disorders, but those are mostly irrelevant to this prompt. Since a character could reasonably not die during their first flirtation with a hallucinogen and experience hallucinations during their sleep, they will be listed as well:
-Hypnopompic hallucinations: these take place while waking up from sleep and are not considered concerning. They're more typical in some sleep disorders.
-Hypnagogic hallucinations: these take place while falling asleep and are, in their majority, visual. They typically include seeing vivid patterns, faces, or shapes. These aren't cause for concern either, normally.
There are six main categories of hallucinogens. From THC to LSD, designer drugs or PCP, many drugs cause hallucinations as well as other diverse effects.
As always, there are many ways to interpret this prompt. A character may die or cause the death of another due to their hallucinations after consuming hallucinogens. A character might die after overdosing on a hallucinogen, being lost to reality in their final moments.
Alternatively, a character might be exposed to hallucinogens without their knowledge by a third party with ill intent. They may be the victim of manipulation or any number of dubious actions by someone trying to get them to question their sanity. Perhaps they are being tortured by having hallucinogens forced upon them or they are being used as unwilling test subjects for a new substance.
The substances involved need not be real life hallucinogens. Sci-fi and fantasy alternatives, as well as imaginary or non-existent hallucinogens, would also be valid for this prompt. Whichever substance is used, whatever the implementation of the hallucinogen is, it must play a central role in the death, or directly cause it.
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roadandruingame · 5 months ago
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RAR Musings #26: Shifting Perspectives
As I continue to strive for a "perfect system" that covers all the bases I would like for it to cover, while still being simple enough to be player-facing, and even not explicitly require a dungeon master, I've had to do a lot of philosophizing over what game mechanics are even meant to accomplish. This has lead me from an extremely crisp system that simulated results great, but wasn't fun to play or easy to communicate how to operate, to where I am now, with an explicit focus on easily communicated outcomes and variables, where I cleanly lay out the path for players to follow, and don't get all twisted if players choose to interpret the game differently than I necessarily would, but still operate it within suitable parameters.
But more than anything has been the difficulty in accepting input from people who fundamentally misunderstand what I'm trying to do here. Worse still, people who DO understand what I'm trying to do, but expressly, and sometimes venomously, try to tear me and the project down for it, having sometimes frightening outbursts about it.
Take dice, for instance. World of Darkness introduced me to using pools of d10 for gradiant outcome resolution, a breath of fresh air away from Dungeons and Dragons' use of a single d20 for literally everything, with no meaningful situational variables to speak of. I built Road and Ruin to use d10 pools, but for add-up, something I've since discarded for slowness and lack of fun. Still, I work d10s into the system where possible, feeling better about the "roundness" of 10% increments than d20's 5%, including d100s adding more granularity with a "nat100" on a 1%, something truly worthy of the miraculous outcomes gushed over by dnd greentexts and youtube shorts alike. And again, in the use of "3d10" has a certain roundness to it that "roll a d8, d10, and d12" lacks. But if, for whatever reason, you have a raging hatred of d10s and seek to bury them whenever the rules suggest to use them, even digitally, there's not really much more I can do for that person.
Or take the concept of digital dice itself. I'd handwaved away any real concerns about mechanical complexity early on in development, reasoning that ttrpgs would benefit from leaning on the digital pocketry that each and every player brings to the table, but now understand that many players desire, or even require, tactile response from paper, pencil, and dice to feel grounded at the table and improve their enjoyment and focus. That, and the release of Magic: The Gathering cards that would become increasingly suited to an online TCG platform and not to paper, would leave me frustrated with digital, and questioning whether they streamlined the product, or created an incentive program for the developers to add increasingly obtuse mechanics.
Player-facing plot patterns to follow to conclusion, Schrodinger's Secret Door, Exert/Exhaustion, Stable Attributes that don't grow in perpetuity till you're out there punching god, and Monstrous magnitudes that threaten extreme harm to anyone who ever felt good about going up to fight a dragon, have all been angrily shouted down by any number of people. Perhaps none so more than the suggestion of Behavioral Guidance, and making roleplay have mechanics. But a lot of that has had to do with a shift in perspective given player agency.
A good friend clarified to me in an unexpected way, paraphrasing for eloquence, "The amount of misfortune and consequence delivered to a player's character needs to be proportional to the number of mistakes that player made to get to that point. Otherwise, you rob them of agency." It was enough to get me to sidestep the usual cringe I experience at those blistering words, 'player agency'. The 'muh agency!!' crowd had been the most frustrating of debates, incapable of articulating why Perfect Control of their character was required to enjoy a game where you're regularly obstructed by movement speed, health points, or even sight, but it went a long way in explaining exactly where the line was drawn, and what it took to move it.
It's for the same reason that you can't really include a behavioral system putting a character on auto-pilot to 'follow their truth'. Which feels like a shame; people will insist that roleplaying their character need not have any mechanics, but time and again has proven to me that they can't be trusted with it, devolving into psychopaths as soon as you stop jangling the keys of bloody combat in their face for even a moment, Lawful Good alignment or no. But, true to form, players don't like having Muh Agency removed from them when they didn't do anything do deserve it. Including... you know. Having made the character have those traits in the first place.
When redesigning my dice system, I also had to shift perspective on what Normal is. I'd tried to make a Base 0 game, where "Normal" was somewhere up around the mark of 15, so that it could scale as high above that as I needed, but have since changed to a "Base Human" system, using +1 and -1 off baseline, and much more like DND, much to my chagrin. But this philosophy of "baseline", when applied to roleplaying, doesn't completely work. "Health" is a great example of baseline philosophy: you have HP, and then when you make mistakes, you take damage, proportional to the severity of the mistakes that you're making. When you run out, you fall unconscious, and lose agency, but only as a result of those choices.
Roleplaying, though, lacks a baseline that feels good. If I implement a 'sanity' mechanic, where choices that deviate from the character's "moral compass" impose an escalating weakness of conviction and confidence, a penalty on any check to influence others or resist being influence in a way that might shift your moral north, players are just as likely to protest the eventual brainwashing of their character after all their mucking about as they are if you were to subject them to an instant-death trap.
In Musings #24, I discuss the makings of ttrpgs, and I name Relationships as a pillar. Put another way: CONTINUITY, the tendency for the world, and consequences, to persist beyond the arena that they were born in. Dungeons and Dragons feels like it's at one time smelled the passing of the memory of someone who felt Continuity once, 80 years ago as a small child, what with all the healing spells and lack of reputation system and ability to recover literally your entire character sheet given you conk out for an 8hr snooze, but I really feel like Continuity might be the single biggest hurdle that players I've encountered have trouble mounting. This doesn't go for everyone, of course, my experiences are not universal, but Continuity in ttrpgs really feels to me to be the one thing that, if agreed on, could make or break a campaign or game table.
Continuity states that if your character has a belief, or a goal, or a compulsion, that those are simply things that character does. They're the ways that character acts. The player, despite all the promises in the world, can't simply be given the power to say "UH, NUH UH" and simply self-destruct in a moment of rapid-onset psychosis. The more upsetting and antithetical to nature, the more damage that character receives to their psyche. This can be represented as an immediate penalty that lasts for a scene, but accumulates, imparting a penalty based on the current number of stacks -1. Character beliefs, defined by an amount of Conviction value, are lessened by the penalty, and if another character ever works to convince the character of their perspective, and exceeds this lessened value, the character becomes shaken. With repeated working, this may permanently erode the character's Conviction, and even turn them to the side of whoever's convincing them.
Or, this is all a stupid idea! As the mechanic suggests, if players are actually playing to their character's traits, none of this should ever be necessary. The rules would simply not come into play. But, does this simply mean that a character not controlled by the players can NEVER convince their characters of anything the players do not wholeheartedly endorse? Do we not have speed limits and laws, for WHEN someone goes too fast, not IF? I'd love if players played to their character, but what if someone doesn't? Do they simply get kicked from the table for poor sportsmanship? Or does anyone even care?
The same people who scream and moan about 'muh immersion' and 'muh agency' tend to be the same people who tend to act like ttrpgs are a whimsical trip to Disneyworld, a perfect playground for them to run around knocking over trash cans and punching the mascots. Videos and guidebooks abound for recommendations on how to have a "safe table space", with X cards and Session Zeros and the like, but little seems to be done to protect the purity of the game experience itself, instead rigging safety rails and bandaid packs in case any of the players get a booboo while doing sick kickflips off the king's castle. It's not a perfect system, but so long as it exists, players are free to ignore it, or implement it. I, personally, would be really interested in the challenge presented by a campaign that fundamentally shifts the beliefs of my character, in a way that I didn't expect, and while I know not everyone will be, they're free to ignore the mechanic.
I got a bit more jaded with this post, by the end. Ultimately, I'm never going to create a product that will appeal to everyone, or create a rule or mechanic that everyone will use. I began Road and Ruin for me, but part of my shifting perspectives on these things came from realizing the hesitation I was having in wanting to play my own, solo-possible game. I do have more fun playing with friends, even idiots, but it really struck me that I seemed to be unwilling to put the work in to play what I was attempting to make as my own ideal game. I get frustrated aiming to get feedback from players who are patently disinterested in any gameline that isn't kickflipping off the Disney castle using DND's d20, but I hesitate to surround myself with yes-men who tell me my ideas are good. If nothing else, these detractors can act as my rubber duck, for me to bounce ideas off of, and for me to find kernals of my own personal preferences amidst the broken back-and-forths.
Next time, I want to try to brainstorm some more social mechanics. Figure out where that shifting line in the sand is, how much consequence is too much, how is conviction rated, and the like.
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easyshoppi-blog · 2 months ago
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How to Choose the Right Keyboard: A Comprehensive Guide
Choosing the right keyboard is crucial for comfort, productivity, and even gaming performance. With countless options available, understanding your needs and preferences is key. Here's a guide to help you find the perfect keyboard for your setup.
1. Understand Your Purpose
The first step is to determine how you’ll use the keyboard. Are you a gamer, a professional typist, or a casual user? Gamers might prioritize features like low latency, customizable RGB lighting, and mechanical switches, while professionals and writers might value comfort, durability, and typing speed.
2. Choose Between Mechanical and Membrane Keyboards
Keyboards generally fall into two categories: mechanical and membrane.
Mechanical Keyboards: These are known for their tactile feedback, durability, and precise keystrokes. They come in various switch types, such as Cherry MX, Razer, or Logitech switches, each offering distinct actuation points and feel. Mechanical keyboards are ideal for gamers and typists who value accuracy and speed.
Membrane Keyboards: These are quieter, more affordable, and lightweight. They lack tactile feedback, but they work well for casual users and those on a budget.
3. Switch Types Matter
If you choose a mechanical keyboard, pay attention to the switch type.
Linear Switches (e.g., Cherry MX Red): Smooth and consistent, great for gaming.
Tactile Switches (e.g., Cherry MX Brown): Offer a bump for feedback, ideal for typing.
Clicky Switches (e.g., Cherry MX Blue): Provide tactile feedback with an audible click, preferred by enthusiasts and typists.
4. Ergonomics and Comfort
Ergonomics is critical, especially if you spend long hours typing. Look for keyboards with wrist rests, adjustable height, and ergonomic designs. Split keyboards or those with curved layouts can reduce strain on your wrists and fingers.
5. Keyboard Layout and Size
Keyboards come in different sizes, such as full-size, tenkeyless (TKL), and compact (60% or 75%).
Full-Size Keyboards: Include a numeric keypad and all standard keys.
Tenkeyless Keyboards: Omit the number pad for a smaller footprint.
Compact Keyboards: Save space but may sacrifice functionality. Choose based on desk space and personal preferences.
6. Connectivity Options
Decide between wired and wireless options.
Wired Keyboards: Offer a reliable connection and no need for charging.
Wireless Keyboards: Provide flexibility and a cleaner desk setup, though you’ll need to charge or replace batteries periodically.
7. Additional Features
Look for extra features like backlighting (RGB or monochrome), programmable keys, and media controls. Gamers may benefit from anti-ghosting and N-key rollover for precise input recognition.
8. Budget and Build Quality
Set a budget and consider build quality. Higher-end keyboards often use premium materials, like aluminum, for durability.
In conclusion, the best keyboard is the one that aligns with your needs, preferences, and budget. Whether you’re typing essays or conquering virtual worlds, investing in the right keyboard can significantly enhance your experience.
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polkadottedpie · 9 months ago
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Some of the Izaya Alternates as Caregivers!
Sakuraya would be a very calm and sensitive type of caregiver. His style is all natural, as he enjoys letting his little one play and explore in a tactile way. In that way, he might be the most parental of the alternates when it comes to caregiving. He is a kimono designer, and sometimes when he’s busy with work, he lets his regressor touch and feel the fabrics he works with, admiring the patterns and embroidery. Other times he’ll take them out to the garden to enjoy nature while he cares for his bonsai. He’s always so calm and collected, that just being around him has a soothing presence as if time slows down…
Hibiya is a very busy man with many appointments, but that doesn’t necessarily mean he’s neglectful as a caregiver. He would prefer to bring his little one along with him so he can keep a watchful eye on them while speaking with his clients. Afterwards, he leaps at the chance to spoil them rotten with a shopping trip full of gifts, toys, and outfits, stopping at every stall for snacks that catches his regressor’s fancy along the way…
Virus-138 isn’t quite as attuned to caregiving as the others, but shows he cares in more protective ways. He’ll go along with whatever his little one likes, and lacks direction in a more go-with-the-flow style. However, if there is even a hint of upset in his regressor, he is on them in an instant to protect them from whatever disrupted their happiness. A fight with another regressor? A feeling of anxiety from other adults around? He’s the first to act, removing his little one from the situation and even going toe-to-toe with the threat himself if necessary…
Izaya is like V138 in his lackadaisical approach to caregiving. He finds regression interesting as a form of coping, and he’s intrigued to see what his little one does on their own from moment to moment with little input from himself. However, as much as he loves the novelty, he gets easily frustrated at the actual care part of caregiving, especially when he’s busy with work. He isn’t intentionally neglectful, and does his best to meet his regressor halfway and handle their needs to the best of his ability, but sometimes a babysitter may be in order if he has a lot of clients on his hands that day…
Hachimenroppi might seem like the least suited for the job at first glance, and he struggles a lot when it comes to his depression and nihilistic views to take on caregiving in a direct way. However, that isn’t to say he doesn’t care for his little one in his own, very Roppi way. There’s just something about the innocence behind regression—a reset to zero, if you will—that touches his heart in a way that most humans can’t hope to achieve. So, he’ll let his regressor cuddle and nap with him, on depressed days where he can’t bring himself to get out of bed. He’ll watch and engage in the things they do in a passive way, and maybe, just maybe, he’ll feel a little more hope in the prospect of healing for himself, too…
Psyche is a very bubbly sort of caregiver that seems to feel more like a fellow regressor acting as an older sibling to his little one than anything else. He’s happy playing whatever childish games he might think of, and dragging his regressor along for the ride. However, he is very possessive, and doesn’t mesh well with the idea of sharing, preferring to be the one and only caregiver in his little one’s life. Even when it comes to his regressor playing with other regressors, he can easily get very jealous and it’s not long before he’s scooping them up for a cuddle session where he can have them all to himself again…
Let me know if there are other alternates you would like to hear headcanons for, or if you want to hear more about these alternates in particular!
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my-timing-is-digital · 2 years ago
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"You took a blast from some kind of Jem'Hadar weapon." Data had been staying on DS9 to finish a project that would assist Chief O'Brien, but Julian had admittedly been hogging much of his free time.
It was good in this instance, when Jem'Hadar had been discovered on the station. Their weapon had been different from their normal, and when directed at Data, seemed to affect the android's systems. Julian had spent an hour on the comm with Geordi trying to diagnose the problem, and when Data woke up, Julian could almost sob with relief.
"Commander LaForge and I have been trying to get you back for an hour. I manually reset your optic sensors in one of our tests, so I'm sorry if your sight is a little odd." He was still sitting next to Data, sleeves rolled up and littered with wires and parts and PADDS, an open one depicting Geordi's notes and part of their conversation. "How are you feeling, Commander? Don't move too much, I still have an access panel open on your head."
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After an indefinite period of time gazing into an abyss devoid of auditory or tactile input, the android finally regained consciousness. His respiratory systems were activated, chest slowly expanding and contracting, maintaining thermal control of his internal systems. His circulatory system resumed the distribution of biochemical lubricants and the regulation of micro-hydraulic power, while he attempted to adjust his optical units and compensate for the lack of adequate definition. Recalibrating optical components...
Confoundedly, Data assessed his situation. His ocular sensors were not functioning within normal parameters... Why? While he tried to discover the source of the defect, his auditory sensors diligently digested Julian’s utterances; he proceeded to run the search on his visual deficiency as a background task, in order to pay closer attention to the Doctor.
‘I do not have access to any recent memories regarding such an event,’ he reverted softly, a frown chiselled gentle creases in his bioplast sheeting.
He had sustained damage from the impact of an unidentified weapon... At least that explained some of the impairments he was presently enduring.
‘Do not worry, Julian. I am fine,’ he reassured him, ruminating over his current predicament. ‘Julian, did you activate my cognitive functions only?’
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aulaindia · 4 days ago
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Gaming Keyboard & Mouse: The Ultimate Guide to Choosing the Best Combo
Introduction
A great gaming setup requires the right tools, and the keyboard and mouse combo is at the heart of every gamer’s experience. Whether you’re a casual gamer or a professional, choosing the best gaming keyboard and mouse can significantly enhance your performance and comfort. This guide will help you understand key features, types, and factors to consider when selecting the best gaming combo.
Why a Gaming Keyboard & Mouse Combo Matters
Gaming keyboards and mice are designed to provide better precision, responsiveness, and durability compared to standard peripherals. The right combination can make a difference in reaction times, ease of movement, and overall gaming experience. Investing in a quality gaming keyboard and mouse can enhance your control and efficiency, giving you a competitive edge.
Key Features of a Gaming Keyboard
1. Mechanical vs. Membrane Keyboards
Mechanical Keyboards: Known for their tactile feedback, mechanical keyboards offer a satisfying click sound and higher durability. They use individual switches for each key, leading to better responsiveness and faster actuation.
Membrane Keyboards: These use a rubber dome under the keys, making them quieter and more affordable. However, they may lack the precision and speed of mechanical keyboards.
2. Key Switch Types
Linear (Red switches): Smooth keystrokes, ideal for fast-paced gaming.
Tactile (Brown switches): A slight bump before actuation, great for both gaming and typing.
Clicky (Blue switches): Audible click and tactile feedback, preferred by some for precise keypress confirmation.
3. Anti-Ghosting & N-Key Rollover
Anti-Ghosting ensures that multiple key presses register accurately.
N-Key Rollover allows multiple keys to be pressed simultaneously without interference, crucial for complex gaming commands.
4. Backlighting & RGB Customization
Customizable RGB lighting allows gamers to personalize their setup and improve visibility in low-light conditions.
Some keyboards offer per-key RGB lighting, while others have zone-based illumination.
5. Macro Keys & Programmability
Dedicated macro keys allow for quick execution of complex commands.
Some keyboards enable remapping and assigning shortcuts, improving gameplay efficiency.
6. Build Quality & Ergonomics
A durable keyboard with an aluminum or reinforced plastic frame will last longer.
Ergonomic wrist rests can reduce strain during long gaming sessions.
Key Features of a Gaming Mouse
1. DPI & Sensitivity Settings
DPI (Dots Per Inch) determines how sensitive the gaming mouse is.
A higher DPI (e.g., 12,000+) allows for faster cursor movement, while lower DPI provides better control for precision aiming.
Adjustable DPI settings are crucial for different game genres.
2. Sensor Type: Optical vs. Laser
Optical Sensors: Offer precise tracking, work best on non-glossy surfaces.
Laser Sensors: Work on almost any surface but can be more sensitive to acceleration.
3. Polling Rate & Response Time
The polling rate (measured in Hz) determines how often the mouse reports its position to the computer.
A higher polling rate (e.g., 1000Hz) ensures minimal input lag.
4. Wired vs. Wireless Gaming Mice
Wired Mice: Offer consistent performance with no latency issues.
Wireless Mice: Modern wireless technology has reduced latency, and some high-end models perform as well as wired ones.
5. Customizable Buttons & Macros
Extra buttons can be mapped to game functions for quick access.
MMO gamers benefit from mice with multiple programmable buttons.
6. Ergonomic Design & Grip Style
Consider your grip style: palm, claw, or fingertip.
A well-designed mouse reduces wrist strain and enhances comfort during extended gaming sessions.
Read More..
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cloudninetherapy12 · 1 month ago
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Dyspraxia and Sensory Processing: How Sensory Issues Interact with Motor Skills
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Dyspraxia is a condition that affects motor skills, making it difficult for individuals to plan and coordinate physical movements. While motor difficulties are the most visible symptoms, sensory processing issues often accompany dyspraxia, affecting how a person responds to and interacts with sensory input from their environment. Understanding how these sensory issues interact with motor skills is essential for providing better support and strategies for those who experience them.
What is Dyspraxia?
Dyspraxia, also known as Developmental Coordination Disorder (DCD), affects the brain’s ability to plan and carry out physical tasks. This can make even simple activities, like tying shoelaces or catching a ball, feel challenging. People with dyspraxia may also experience difficulties with balance, spatial awareness, and fine motor skills, such as using utensils or handwriting.
Sensory Processing and Its Role in Dyspraxia
Sensory processing refers to how the brain receives and interprets information from the five senses—sight, sound, touch, taste, and smell—and how it responds to these sensations. For individuals with dyspraxia, sensory processing can be disrupted, leading to sensory issues. These individuals may become overwhelmed by sensory stimuli or may have trouble recognising certain sensations.
In many cases, sensory difficulties in dyspraxia go beyond mere discomfort. The brain may either become over-sensitive or under-sensitive to various stimuli. For example, someone with dyspraxia might struggle with certain textures of clothing, loud noises, or bright lights. In other cases, they may not feel pain or temperature changes as intensely, which can lead to safety concerns.
How Sensory Issues Affect Motor Skills
Motor skills and sensory processing are closely linked, and when one is affected, the other often follows. For example, difficulties with sensory processing can make it harder to plan and carry out physical movements. When sensory input is too overwhelming or difficult to process, it can distract a person from focusing on the task at hand. This can result in clumsiness, poor coordination, and a lack of confidence in performing motor tasks.
In contrast, if someone is under-responsive to sensory input, they may not feel the necessary cues to adjust their body movements. For instance, they might not feel their body shifting in a way that requires correction during an activity, leading to accidents or injuries. This lack of sensory feedback makes tasks like walking on uneven surfaces, holding a pencil, or using scissors much harder to perform.
How to Help Children and Adults with Dyspraxia and Sensory Processing Challenges
While there is no cure for dyspraxia, understanding how sensory processing issues interact with motor skills can help provide better strategies and support. Here are some tips for managing these challenges:
Create a Sensory-Friendly Environment
Reducing overwhelming sensory input can make a significant difference. For instance, dimming bright lights, using noise-cancelling headphones, or offering tactile-friendly materials can help individuals with sensory sensitivities focus on tasks without becoming distracted.
Occupational Therapy
Occupational therapists are trained to help individuals with dyspraxia improve their motor skills by providing exercises and activities that integrate sensory processing. This approach can help improve coordination, balance, and fine motor skills.
Practice Motor Skills in Small Steps
Breaking down tasks into smaller, manageable steps can make it easier for someone with dyspraxia to succeed. Practicing motor skills in a structured, step-by-step manner helps build confidence and coordination without becoming overwhelming.
Use Sensory Strategies
For individuals with sensory sensitivities, using calming sensory techniques like deep pressure or fidget toys can help reduce stress and enhance focus. These strategies can support motor skill development by reducing distractions and improving attention.
In summary, dyspraxia and sensory processing issues are often intertwined, creating additional challenges for individuals who struggle with motor skills. By understanding how sensory issues affect coordination and movement, we can offer better support and help those with dyspraxia lead more successful and fulfilling lives. Through sensory-friendly environments, therapy, and targeted motor skill practice, individuals with dyspraxia can overcome some of the barriers they face and develop their skills more effectively.
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vortixai · 1 month ago
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Voice Interfaces and UX: Designing for a Screenless Future
Technology is rapidly shifting towards a screenless, voice-first world. From smart speakers and virtual assistants to in-car systems and wearable devices, voice interfaces are transforming how users interact with technology. As designers, we must embrace this evolution and rethink the principles of user experience (UX) to craft intuitive, human-centered voice interactions.
In this blog, we’ll explore the rise of voice interfaces, key design principles, and strategies to create seamless voice-driven experiences.
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The Rise of Voice Interfaces
Voice technology is no longer a futuristic concept—it’s a part of our daily lives. Devices like Amazon Alexa, Google Assistant, and Apple Siri have normalized voice interactions, and adoption rates continue to climb.
Key Statistics
Over 50% of searches are now voice-based.
The global voice assistant market is projected to reach $30 billion by 2026.
More than 35% of households own at least one smart speaker.
Voice interfaces are thriving because they:
Provide hands-free, faster interactions.
Offer accessibility for visually impaired or physically challenged users.
Integrate seamlessly into IoT ecosystems, from smart homes to connected cars.
Challenges in Designing Voice UX
While voice interfaces offer convenience, designing them poses unique challenges:
Lack of Visual Feedback Users can’t see menus, buttons, or progress bars, making it harder to understand system states.
Context Awareness Voice systems must handle ambiguity, accents, and varying speech patterns.
Error Handling Misunderstandings are common, so systems must gracefully handle errors without frustrating users.
Privacy Concerns Users are often skeptical about privacy and data security with always-listening devices.
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Key Principles for Voice UX Design
1. Conversational Flow
Voice interfaces should feel natural and conversational.
Use simple, clear language.
Avoid jargon and complex sentences.
Provide prompts to guide users without overwhelming them.
Example: Instead of asking: “Would you like to hear today’s weather forecast or traffic updates?” Try: “Do you want to know the weather or traffic updates?”
2. Contextual Understanding
Design for context awareness. Voice assistants should:
Recognize user intent even with incomplete information.
Adapt responses based on previous interactions.
Example: User: “What’s the weather?” System: “Sure! Is this for your current location or somewhere else?”
3. Error Recovery
Mistakes happen. Good design anticipates errors and provides solutions.
Offer helpful suggestions rather than generic error messages.
Allow users to rephrase or repeat commands.
Example: Instead of saying: “I didn’t get that.” Say: “I didn’t catch that. Did you mean to check your calendar or reminders?”
4. Feedback and Confirmation
Without visual cues, voice interfaces must provide audio feedback.
Use tone and pacing to make responses sound human-like.
Confirm actions to avoid ambiguity.
Example: “Got it! I’ve added ‘buy groceries’ to your to-do list.”
5. Accessibility and Inclusivity
Voice interfaces must be inclusive.
Support multiple languages and accents.
Design for speech impairments by integrating customizable voice commands.
Ensure compatibility with screen readers for hybrid experiences.
Designing for Multimodal Experiences
While voice is powerful, blending it with visual or tactile feedback enhances usability. Many devices, like Echo Show and Google Nest Hub, combine voice and screens for richer interactions.
Key Strategies:
Provide visual reinforcements like subtitles or progress indicators.
Use hybrid input options (e.g., voice and touch).
Design workflows that let users switch between voice and screen effortlessly.
Testing Voice Interfaces
Designing for voice requires rigorous testing to ensure usability.
Best Practices for Testing:
Simulate Real Scenarios: Test in noisy environments to assess speech recognition accuracy.
Conduct User Testing: Observe how users interact with the system to identify friction points.
Analyze Logs: Use conversation logs to track errors and improve performance.
The Future of Voice UX
Voice interfaces are evolving with AI and machine learning advancements. Key trends to watch include:
Emotion Recognition: Systems that adapt tone and responses based on user mood.
Voice Biometrics: Enhanced security using voice authentication.
AI-driven Context Awareness: Smarter assistants that anticipate needs without prompts.
Integration with AR/VR: Voice commands as a primary input method for immersive environments.
Conclusion: Designing for Tomorrow
Voice interfaces represent the next frontier in UX design. As we move toward a screenless future, creating intuitive, responsive, and accessible voice-driven experiences will be critical.
At VortixAI, we specialize in designing cutting-edge voice interfaces that redefine user interactions. Ready to make your product voice-ready? Contact us today and let’s create the future of UX together!
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thxemazingem · 2 months ago
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Em's Abilities: Updated
Em's original abilities page was created around the time I created this blog (2017ish), so I decided to make a new post and keep the old one as sort of a time capsule :)
Short Version:
Extrasensory perception
Aura/essence reading
Psychography (mostly art, some writing)
Psychometric retrocognition/precognition
Magical conduit
Long Version:
Thanks to xer fae ancestors, Em has extrasensory perception. Xe isn’t an empath or a telepath, but xe can sense, for lack of a better word, a person’s aura/essence- a person’s general thoughts, personality, emotions as a whole. However, xer mind can’t comprehend all of the information, so it transforms it into something xer brain CAN understand, so often xe has music, lyrics (as in visually typed or written out), poetry, excerpts from novels, etc. all stuck in xer head. Although it is strongest when Em is physically in contact with another person, Em has awareness of the auras of everyone within xer vicinity (aka, anyone in the same room or within several feet of xer, depending on how crowded the area is). All that noise is more than just the people around her, but the true extent of her abilities is unseen, as this has been slowly developing since childhood.
Because of this, Em can see the true forms of things- glamours and invisibility don’t fool her. Xe can generally see through them with the exception of very strong magic/beings. Anything whose true form can be revealed by a mirror, xe can see without the aid of a mirror. This includes changelings, demons (at least minor ones), werewolves, etc. Em can see their disguise and their true face, like those anatomy books where the drawings are on clear papers so you can see the layers stacked on top of each other.
Em can touch objects/stand in places and glean information about the past (psychometric retrocognition). As xer powers grow, xe gains limited psychometric precognition. These abilities do not work with most living beings (the main exception being trees on account of their age).
Em draws everything xe sees and keeps it in a sketchbook. Sometimes xe is not aware of drawing anything. In many verses, Em doesn’t know xe has powers. This is extremely important to xer character, as xe’s under a lot of stress as it is. Part of the reason why xe acts out is because xer head’s so full of noise that xe can’t handle the added stress of normal things. Once Em has support for xer human trauma and xer magical abilities, xe'll mellow out a bit.
Because Em's mind is so open, it's weak to psychic attacks/manipulation/etc as well as possession. Additionally, if another magic user has a tactile connection with xer, they can draw on Em's magical energy to strengthen their own.
Em's epilepsy has a natural cause, but an overload of magical sensory input can trigger a seizure. If too much, an overload can cause xer to lose consciousness, typically until xe is away from the source or adjusts to it. Magical items/tattoos can help reduce the strain on xer mind.
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