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Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Thursday, April 23, 2020

Ex-colonialists should prepare for China’s counterpunch as their deep-rooted pirate-style against China's Anti-Covid-19 Efforts!

Colonialism

https://youtu.be/Ha6dehSZn_Y

COVID-19: Why do origins matter?

https://youtu.be/rwt0KrzCbRQ
Trump's gang self-exposed: We are ALL vaccinated! Covid-19 is a CIA plot against all mankind!

https://youtu.be/Vbb-i3b7E4M

CDC Director Robert Redfield admits Americans seemingly dead influenza test coronavirus posthumously
https://youtu.be/UPVpwiACveM

Over the past few weeks, the US has shot three arrows targeting China

https://youtu.be/IcPR6f1JMd4

Ex-colonialists should prepare for China’s counterpunch 

An ambulance sits outside the US Capitol in Washington, DC, Monday. Photo: AFP
  As of Wednesday, the total confirmed COVID-19 cases around the world have topped 2.5 million, with the US and European countries being the hardest hit, while the US alone has reported over 825,000 infection cases. What are leaders and politicians of these countries doing when their homelands are suffering from the coronavirus? Are they busy flattening the curve? Given the reports of Western media outlets, this seems to not be their focus, as they are sparing more efforts to duck the responsibilities for their inability.

Over the past month, some Western politicians have been shouting more loudly than ever to demand compensation from China, as if they will manage to call white for black with their political hysteria. Since the pandemic became increasingly severer day by day in Europe and particularly in the US, some Western countries that dominate the world's public opinion have been engaging in a ridiculous show of 1,000 ways to slander China.

To steal the spotlight, a batch of Western politicians dare say anything they want and pass any legislation they wish regardless of truth or facts. They have thoroughly interpreted their deep-rooted pirate-style mentality and how it works.

These politicians have accused China of so-called disinformation and delay in information sharing, while they have been neglecting what China has been trying to share with them from the very beginning and warn them out of goodwill.

From the moves of US senators such as Tom Cotton and Josh Hawley to Missouri Attorney General Eric Schmitt, we can see the ghosts of Western imperialists and colonialists who raided around the world, burning and looting with guns and cannons.

What if these Western countries are treated with their very own pirate-style mentality? They shall be held accountable for what humanity is suffering in the past decades, even centuries. A great number of Westerners seem to have forgotten how they managed to quickly complete the original accumulation of capital and embark on the road of leading the world's development. In the Age of Discovery, Western civilization has spread across the world and the traditional powers seized a huge amount of resources in that process. Meanwhile, diseases such as cholera, malaria, yellow fever, and smallpox brought by the West's explorers doomed aborigines in the new continents.

The 1918 influenza pandemic, the most severe pandemic in recent history, infected an estimated total of 500 million people or one-third of the world's population at that time. The number of deaths was estimated to be at least 50 million worldwide. Some suggest the virus originated from Kansas, where it was identified in military personnel in spring 1918; while some believe New York City was the origin. If we adopt the West's above-mentioned mentality here, how dare the US not compensate the rest of the world for its failure of containing the virus within its borders?

If such mentality is justified, has the US compensated the world or at least apologized after the 2009 H1N1 influenza pandemic that originated from the country and resulted in an estimated range of deaths from between 151,700 and 575,400 people during the very first year the virus circulated?

There is no logic and no rationale that China has to bear infamy and compensate for mistakes it has never made. Is it that in the mind of many Westerners Chinese are born inferior to white people, so they never believe the Chinese can do anything better than them?

Things have changed in the world we are living in. Long gone are the good old times of imperialists and colonialists. If some people still uphold their political hysteria, they had better be prepared for China's counterpunch.

Source link


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Enough is enough. Enough hypocrisy for this one world. What do you want from us, anyway? What Do You Really Want from Us? ..

https://youtu.be/uR_LfkGwBG8 As readers will recall from the earlier article (above), Japanese and Taiwanese epidemiologists and pharma...

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Sunday, March 1, 2020

The games Malay politicians play in Malaysia

Calmer days: In this May 9,2018, photo, Dr Mahathir with Muhyiddin speaking to reporters after the results of GE14 was announced. Yesterday, the King declared Muhyiddin as the Prime Minister. – AP

“WATCH for the game within the game, ” a tycoon who bankrolls political parties told me over coffee in Kuala Lumpur on Monday.

On that afternoon, Tun Dr Mahathir Mohamad shockingly announced that he quit as the Prime Minister.

The tycoon and I were discussing the botched Sunday game plan to install a Perikatan Nasional (or is it Pakatan Nasional?) government.

Something awry had happened which went against the playbook of the Perikatan Nasional plotters.

Was it because the rule of the game was changed?

Was it that the politicians had played each other out?

Was there a game within a game?

In this fast-paced political game, the entire truth has not surfaced, but soon we’ll know.

Tuesday and Wednesday’s process of the King meeting 220 MPs (except for Dr Mahathir and Padang Regas MP Datuk Seri Nazri Aziz who was overseas) individually looked like a done deal. Pakatan Harapan, Parti Pribumi Bersatu Malaysia (which quit PH on Monday), sacked PKR deputy president Datuk Seri Azmin Ali and his 10 MPs, and other minor parties had endorsed Dr Mahathir.

Then came the game within the game.

On Tuesday, after their MPs met the King individually, PKR, DAP and Amanah (which are in Pakatan Harapan) announced that it had backed PKR president Datuk Seri Anwar Ibrahim.

From a quick MPs calculation, PH with 92 MPs minus Barisan Nasional/PAS/PBRS with about 60 MPs (who not all are voting according to party line) which voted for bubar (Parliament dissolved), it was clear that Dr Mahathir had lost the vote count.

Many thought that the master of the game, Dr Mahathir, kena game (had been played).

On Thursday, Dr Mahathir – without waiting for the King to reveal the outcome of his majesty’s face to face meeting with individual MPs – declared there was no prime minister candidate with a clear majority. The interim Prime Minister announced there would be a special Parliament sitting on March 2 to determine who will be the next prime minister.

However, on Friday, the Parliament Speaker Tan Sri Mohd Ariff Yusof announced that there would not be a special Parliament sitting to determine who will be prime minister.

On that day, Yang di-Pertuan Agong Al-Sultan Abdullah Ri’ayatuddin Al-Mustafa Billah Shah decided to give party leaders who have MPs in the Dewan Rakyat the opportunity to nominate a prime minister.

The frontrunners to be our next PM were Bersatu president Tan Sri Muhyiddin Yassin and PKR president Anwar. Seemingly, Dr Mahathir was out of the game.

The fight was shaping up to be Perikatan Nasional (a Muslim and Bumiputera majority government) versus Pakatan Harapan (a non-Muslim majority government).

From the WhatsApp messages I could barely have time to monitor, the rakyat choice depended on who they hated the most.

Some who hated DAP supported the Perikatan Nasional government and those who hated Umno and PAS preferred the Pakatan Harapan government.

Grassroots politicians were getting emotional. Some were hysterical that they have to swallow the hate words they uttered against their political enemies as they might be in the same government.

Last night, a retired veteran journalist WhatsApp-ed me: “Instead of the tik-tok of the horse race and the numbers, why isn’t anyone reporting what this is all about: a battle for Malaysia’s future and what kind of country we want to be?

“A Malaysia focused on race and religion, or a Malaysia focused on building a better tomorrow in the Digital Age?”

I agree with him.

But the game is played fast and furious that we’re trying our best to keep pace with it.

Based on a quick calculation of MPs from political parties, in the numbers game, Muhyiddin had more than Anwar.

Bersatu 36 MPs (from 26 overnight it increased by 10 MPs with Azmin and gang), Umno 39 MPs, PAS 18 MPs, Gabungan Parti Sarawak 18 MPs and minor parties, Muhyiddin won.

Whereas Anwar only had his Pakatan Harapan ally (PKR 39 MPs, DAP 42 MPs and Amanah 11 MPs).

Game over for Anwar?

No. On Friday night, it became clear that the party leaders had no control of their MPs who had different allegiance. Karma had struck Bersatu – it was civil war between Team Mahathir and Team Muhyiddin.

Some sleeper MPs were awakened to go against their party leader.

Some MPs are honourable.

Some are for sale.

Not surprising as this is the games politicians play.

The shocker was yesterday. Dr Mahathir was back in the game.

The interim Prime Minister had thrown his name in the Game of Thrones. He was now the game-changer.

Some of those who backstabbed him when they met the King on Tuesday and Wednesday were now backing him.

Yesterday, the situation was very fluid. Too many games played and play outs.

I would have preferred a bubar endgame.

Let the rakyat be the kingmakers instead of MPs.

The endgame turn out to be the king declaring Muhyiddin as Prime Minister.

To the winners of the Game of Thrones, I wish them: GGWP (Good Game, Well Played).

 Philip  Golingai

Thursday, April 19, 2018

VR gaming gears up for the mainstream

A group of gamers wearing VR headsets at Zero Latency Singapore. The VR arcade in Singapore is the latest to pop up around the world as backers of the technology seek to shake off teething problems and break into the mainstream. — AFP

Arcades seek to take virtual reality gaming mainstream


SINGAPORE: Gamers wearing headsets and wielding rifles adorned with flashing lights battle a horde of zombies, letting out the occasional terrified shriek.

The virtual reality arcade in Singapore is part of a wave of such venues being opened as backers of the technology seek to shake off teething problems and break into the mainstream.

The buzz around virtual reality (VR) gaming has seen Taiwan-based HTC, Sony and Facebook-owned Oculus VR battling to woo consumers with a range of headgear.

But it has been slow to really take off, partly due to the hefty price of top-end headsets, beginning at around US$350 (RM1,362), and the challenges in setting up complex VR systems at home.


But VR arcades, which have been springing up around the world, particularly in Asia, are now giving people the chance to try it out more easily and for a fraction of the price.

“Given the complications of at-home, PC-based VR systems, pay-per-use, location-based entertainment venues can fill the gap,” said Bryan Ma, from International Data Corporation (IDC), a consumer technology market research firm, in a recent note on the industry.

Several VR gaming companies have made forays into Singapore, seeing the ultra-modern, affluent city-state that is home to hordes of expatriates as a good fit.

The zombie fight-out was taking place at a centre where participants stalked a room with a black floor and walls.

“I did paintball before, it’s quite fun... but I think the whole scene is much more interesting here,” said Jack Backx, a 55-year-old from the Netherlands, who was playing with colleagues from the oil and gas industry on a work day out.

The location is run by VR gaming group Zero Latency, which started in Australia and has expanded to nine countries. It uses “free-roam” virtual reality – where gamers move around in large spaces and are not tethered to computers with cables.

It’s not all intense, shoot-’em-ups – VR group Virtual Room has an outlet in Singapore that transports gamers to scenarios in the prehistoric period, a medieval castle, ancient Egypt and even a lunar landing.

Asia leads the way

VR arcades have been springing up in other places. China was an early hotbed for virtual reality gaming although the industry has struggled in recent times, while they can also be found in countries across the region including Japan, Taiwan and Australia.

Many key industry milestones over the past two years have been in Asia but arcades have appeared elsewhere – London’s first one opened last year while there are also some in the United States.

Consumer spending on virtual reality hardware, software and services is expected to more than double from US$2.2bil (RM8.56bil) in 2017, to US$4.5bil (RM17.51bil) this year, according to gaming intelligence provider SuperData Research.

For the best-quality experience, it can be relatively expensive – a session in Singapore costs Sg$59 (RM175).

“The equipment here is not cheap,” said Simon Ogilvie, executive director of Tomorrow Entertainment, which runs the Zero Latency franchise in Singapore.

The industry faces huge challenges.

China offers a cautionary tale – according to IDC, VR arcades have struggled there after expanding too quickly.

There have also been warnings that improvements in home-based technology may eventually lead to VR gaming centres suffering the same fate as traditional arcades that were once filled with Pac-Man and Street Fighter machines.

“The rise and fall of coin-operated videogame arcades in the 1980s suggests that such VR arcades may eventually fade in relevance as home-based computing power and prices fall within mass consumer reach,” said the note from IDC’s Ma.

Rebecca Assice, who runs Virtual Room in Singapore, said one challenge was getting people interested in the first place as many still did not know about the arcades.

“VR is still a really new industry,” she said. “A lot of people just don’t know this sort of activity exists.” — AFP

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Monday, April 16, 2018

What parents need to know about VR ?

The hottest tech in videogames is virtual reality. Find out its potential effects on kids before buying a headset.

 
VR can make you think and feel things you know aren’t real. —Dreamstime/TNS
EVERYONE who’s tried it agrees: virtual reality is mind-blowing. Once you strap on that headset, you truly believe you’re strolling on a Parisian street, careening on a roller coaster, or immersed in the human body exploring the inner workings of the oesophagus.

But for all its coolness – and its potential uses, from education to medicine – not a lot is known about how VR affects kids. Common sense Media’s new report, Virtual Reality 101: What You Need to Know About Kids and VR, co-authored by the founding director of stanford University’s virtual Human Interaction Lab, offers a first-of-its-kind overview of the expanding uses for the technology and its potential effects on kids.

Now that VR devices from inexpensive viewers to game consoles to full-scale gaming arcades are finally here – with lots more coming soon – it’s a good idea to start thinking about how to manage VR when it comes knocking at your door.

VR can make you think and feel things you know aren’t real. Other media can give you the sense of “being there” – what’s called psychological presence – but not to the extent that VR can. This unique ability is what makes it so important to understand more about the short- and long-term effects of the technology on kids. Here are some of the key findings from the report.

Even though we don’t yet have all the answers to how vR affects kids, we know enough to consider some pros and cons. And whether kids are using vR through a mobile device like Google Cardboard, on a console like the Playstation vR, on a fully tricked-out desktop rig like the Oculus Rift, or at a mall arcade, these guidelines can help you keep any vR experience your kids have safe and fun.

Pay attention to age ratings. Check the recommended age on the headset package and don’t let younger kids use products designed for older kids. The minimum age isn’t based on medical proof of adverse effects on the brain and vision, but it’s the manufacturer’s best guess as to who the product is safest for.

Choose games wisely. Because the vR game experience can be more intense than that of regular games, it’s even more important to check reviews to make sure the gameplay, the content and the subject matter are appropriate for your kid.

Keep it safe. A few precautions: Once you have the goggles on, orient yourself to the room by touching the walls; stick to short sessions until you know how you’re affected by vR; stay seated if possible; move furniture out of the way; and have a second person as a spotter.

Pay attention to feelings – both physical and emotional. If you’re feeling sick to your stomach, dizzy, drained, or sad, angry, or anxious – give it a rest for a while.

Talk about experiences. since vR feels so real, it’s an excellent time to talk through what your kid has experienced in a game. Ask what it felt like, what the differences are between vR and regular games, and how vR helps you connect to other people’s experiences by putting you in someone else’s shoes.

Find opportunities; avoid pitfalls. Don’t let your kids play vR games that mimic experiences you wouldn’t want them to have in real life, such as using violent weapons. On the other hand, take advantage of vR that exposes kids to things they wouldn’t normally get to see, feel, and learn, such as visiting a foreign country.

Keep privacy in mind. Devices that can track your movements – including eye movements – could store that data for purposes that haven’t yet been invented. — Common sense Media/Tribune news service.

Star2 Technology  by Caroline Knorr


Sunday, August 14, 2016

The tyranny of Pokemon Go, more addictive than other games

No prizes for guessing what these folks at a public park in the centre of Hanoi are doing. Yes, the Pokemon Go craze has spread far and wide. Photo: AFP

It's repetitive. The 'game play' is puerile. But it does cast a spell on players.


Malaysia, a plague has just arrived in your land and, if the rest of the world is any indication, it will infect every corner of your society. I’m talking of course about the infectious tyranny that is Pokemon Go. Really.

This is a game with very little in actual game play. You throw Pokeballs at Pokemon that spawn seemingly all over your neighbourhood, on your friends, and even in your own home. You capture them to fight other Pokemon, then you wash, rinse, repeat.

The battle aspect comes down to swiping right and tapping your screen a bunch of times. It’s not exactly the most nuanced or skilled or even fun game play in the world but yet, Pokemon Go has taken over the world.

I didn’t quite understand it until it arrived in Hong Kong, but suddenly on the street people were face down in their phones even more so than usual. And whenever I snuck a look there was a little critter bouncing around on their screens that they were trying to capture by tossing Pokeballs at it.

Silly. Ridiculous. So of course, yours truly had to try it.

And of course, yours truly got addicted just like everyone else.

Really, the game should be called Pokecrack or something a little more indicative of its addictive nature. Walking the dog at night, I seek out the local gyms – Pokemon Go locations where you can train or battle other Pokemon, but only at certain locations in the city – see, that’s why it’s got the “Go” in its name, this isn’t a game you can play from home – and at all these locations, even at midnight, I find people milling around in their pyjamas outside, with their faces stuck to their phones. Me included.

I went to a bar to meet a friend the other day and of course we started hunting Pokemon while there, which quite a few others were already doing. On the way out to the pay the bill the barkeep invited us back on Saturday because they would be “buying lures all day to attract more Pokemon”. Yes, Pokemon is now a way to attract people to your business.

Pikachu, I choose you.

But why is this game so addictive? I just said the game play was infantile. So simple that it boggles the mind. And it is. But everything in Pokemon Go centres on the rewards of new and exotic Pokemon and levelling up.

Basically it’s a game that hinges on the Random Reward Schedule.

The Random Reward Schedule is a tenet of behavioural psychology. It’s a form of reinforcement. Reinforcement, of course, “strengthens an organism’s future behaviour whenever that behaviour is preceded by a specific antecedent stimulus”. That’s a mouthful.

Basically, what it’s saying is that you will continue to do a thing if you get positive feedback.

This all goes back to the research of B.F. Skinner, who noted that the variable reward schedule or the random reward schedule resulted in the most compulsive and addictive behaviour in mice. Basically, mice were trained to press a lever that would dispense treats.

The mice that were rewarded with a treat every time were less inclined to keep pressing the lever, than the mice that were rewarded with a large treat at random intervals. The idea being that when a mouse thinks there could be a nice reward just around the corner, it will keep performing the same action.

The same goes for humans.

In Pokemon Go you’re constantly checking for Pokemon appearing in your vicinity. Most times they are common ones like Pidgeys or Caterpies, but every once in a while, you find something exciting like a Vaporean or an Electabuzz. And yes, I know how nerdy this sounds right now. Those rare and exotic Pokemon are just like large treats to a mouse.

The random reward schedule is linked to the Hook Model which is a technique employed by social media and mobile game designers and, of course the designers of Pokemon Go. Its mission – the name gives it away – is to hook you.

It goes beyond simple reinforcement of behaviour; it’s all about creating habits so that we’ll continue doing something the designers want us to do. In this case, it’s to continue searching for Pokemon and hopefully spend a few of our hard-earned dollars for gear that will help us do just that.

Pokemon Go also employs another aspect of the model, and that is our need to hunt. In the evolutionary sense, we are hunters, hunting for food in the wild. Pokemon Go employs a tracking system to find those rare and exotic Pokemon so that we are literally hunting down little virtual critters. All. Day. Long.

But we’re not hunting for sustenance, now we’re just hunting for the sake of hunting. Our genetic urges are misfiring all over Pokemon Go.

And knowing that I’m being manipulated on the most fundamental level by this game, I’m still checking my phone periodically to see if any rare Pokemon have showed up. And it’s not even fun.

So what to do, now that Pokemon Go has come for … to us? It really depends. It does make you walk more, and it can make your daily commutes a little more enjoyable (depending on your definition of enjoyable) – but if you don’t like having your face stuck in your phone, then you’re better off treating Pokemon Go like drugs, and not even trying it.

 By Jason Godfrey -

Catch Jason Godfrey on The LINK on Life Inspired HD (Astro Ch 728).

More addictive than other games


CATCHING virtual critters on Pokémon GO has a tendency to be more addictive than other online games.

Experts say the risk of being addicted to the highly-popular game is increased because it is a feast for the senses.

This is especially since it is an augmented reality game, which requires players to have a live direct or indirect view of their physical surroundings.

“The risk of addiction is increased as there are multiple sensory bombardments that sustain playing Pokémon GO.

“Such sensory bombardments are continuous, leading to pleasure and satisfaction highs once players level up in the game and are motivated to continue,” explains Universiti Sains Malaysia criminologist and psychologist Dr Geshina Ayu Mat Saat.

She says this can be dangerous as it makes individuals dependent on the game for pleasure or happiness and some people may confuse the two.

“It could also lead to despair when the game is concluded, when they experience problems, or when a level objective could not be met.

“These are similar responses that an addict experiences. Normal functioning is disrupted, the least being in terms of sleeping and eating patterns,” Dr Geshina says.

Other aspects that could be affected are family interaction, work-life balance, carrying out responsibilities and daily tasks.

Dr Geshina finds that there are pros and cons to playing the game.

“On one hand, players will get more physical exercise, apply problem-solving skills, and have some social interaction when they meet other players in real life,” she says.

But on the other hand, too much focus on their phones may narrow their perception, leading to selective attention on the immediate environment to fulfil the needs of the game rather than a genuine appreciation of the outdoors.

“Social interaction may be limited to brusque questions of where the characters are, rather than polite or pleasant queries to initiate meaningful conversation,” says Dr Geshina.

She also notes that there is also a possibility that players, especially children, will be unable to separate between reality and the game as it blurs the lines and makes players a living game avatar.

Malaysian Mental Health Association deputy president and consultant psychiatrist Datuk Dr Andrew Mohanraj Chandrasekaran says people are generally eager to embrace new technology and will surely warm up to augmented reality games like Pokémon GO.

Describing the game as “taking it one step further”, he says one positive point of the game is that it can motivate people to get out more and connect with others with common interests.

“This is particularly relevant to people with introverted personalities and those suffering from depression.”

Dr Andrew, however, points out that the game can be a double-edged sword and could also work negatively in making people more engrossed in their phones.

“Ultimately, technology must be embraced for the right purpose – be it for recreational, therapeutic or competitive purposes.

“Technology can also be harmful, destroy interpersonal relationship, affect social cohesion, blur the lines between appropriate and inappropriate behaviour and cause confusion between reality and the virtual world.

“Knowing how to embrace technology in a balanced manner is the answer,” he says.

Sources:  The Star/Asia News Network