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Cake day: July 2nd, 2023

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  • It is the same thing as sea sickness and car sickness. But you have way more control over when you start and stop. So you can either go with dramamine or you can go with controlling the variables to train your brain that it doesn’t need to protect you from “the poison berries”. Motion sickness is caused by your eyes and inner-ears disagreeing with what is happening. Which for most of human history meant you were hallucinating from eating something poisonous and vomiting would be a good way to save your life.

    But, the brain can be trained to lessen and even completely forego this response. If you immediately stop as soon as you have the first minor symptoms, usually warm face, and then wait an hour or so and go back in. You’ll steadily increase the amount of time you can play before feeling symptoms. Your brain will subconsciously reinforce that it doesn’t need to protect you, whatever is going on isn’t life threatening. But the opposite is also true, if it keeps going far enough that you get most of the symptoms or even do vomit, it’ll reinforce to your brain that it is indeed saving your life and the response will get faster and faster.

    Dramamine can artificially slow down the response and buy you way more time to start with, which would make training it away even easier, and it’s usually a very important part of training it away for sea sickness since you generally can’t immediately stop being on a boat, and helpful for car sickness if you can’t just have the car pull over for an hour when you feel it coming on.

    There are also usually settings in most VR experiences to reduce how much they might trigger that response. For racing games, a “lock to horizon” option can really help. There will still be some milder triggers, but getting rid of that one can buy you a lot of time… For other games, avoiding movement that isn’t coming from your body in the real world pretty much eliminates VR sickness causes. But if the game really needs artificial movement, there are settings like vignetting and having more static graphic elements added to focus on during movement.

    Eventually, with successful training, you won’t need the comfort features. You’ll be able to play any game for any amount of time.




  • Luckily, this is not a thing anymore. At least not in Canada. We’re in a small rural town in Alberta, so I have to assume we are in pretty much the worst place in Canada for it, too. But my niece has ADHD and they are very inclusive about it now. Chewing gum is allowed, music is allowed, fidgets are allowed, and wiggly chairs are allowed. And none of the other kids in her class are bothered by it, they have their own things too, and they are all learning just fine.


  • Tarquinn2049@lemmy.worldtoScience Memes@mander.xyz[Thread] Mental Math
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    1 day ago

    A lot of it is the difference between learning practically and learning theoretically. You don’t have to understand the underlying mechanics in practice to know how to keep getting the same result. Your brain doesn’t have to be doing any math, it just has to have shaken a bottle enough times to have a good comparative basis formed.

    Learning to calculate the current remaining volume in a container when observing someone else shake it… that would use all that theoretical knowledge and math.

    It’s like knowing how hard you have to throw an egg at a wall for it to break instead of bounce off. You do it 100 times, you just get a good feel for it. Doing all the math, and then trying to learn it practically is barely gonna affect how quickly you learn it in practice. But if you wanted to make a robot that throws it exactly hard enough without wasting any energy, practical knowledge will have almost no value, and theory and math will be incredibly valuable.

    This is coming from someone who does indeed have the whole “passive trajectory analysis of every moving object around me” thing. I can’t do crowds or drive at busy times. But, for moving through a minor crowd while reading a book, or pulling into a tight parking space while other cars are moving around near me, it’s very helpful. I have good spatial awareness in general, like parking in my garage with only an inch of clearance on the far side of my car has never been an issue in 14 years so far. Or when doing it with someone else’s borrowed car every now and then too. When I shrug off the difficulty of doing something like that, people seem to be amazed. Otherwise, I would have assumed it was normal, feels normal to me.



  • A large part of growing up with social media is learning how to effectively use your emotions in a way that assists you rather than hindering you. Passion and anger are way too close together, it can be really hard to separate them. Passion is very helpful when motivating yourself to write in a compelling way. Unfortunately, it’s something that can best be learned through practice. The good news is the first step is recognizing that it is a problem, so you have started. The bad news is, you won’t be good at it for a while still, but keep trying anyway.





  • Yeah, it sucks to be on the side where people will pick apart your words to see if they can intentionally misconstrue anything. So you have to very carefully craft all sentences to reduce the chance that any of them can be misinterpreted. Instead of the side where you can just say whatever you want and if it doesn’t play well, you were retroactively actually joking.


  • And to play two copies of the same game at the same time, any 2 members of the family could own it. So my brother and I can each buy a game, and then my mom and sister could play it while we are at work. My sister can’t work, so she has a lot of time to fill but can’t afford to buy games. We do have 5 copies of Stardew Valley, though, as that is a game for the whole family.

    There was already a bunch of games my brother and I both owned before steam family was an option. But now games I’m only tangentially interested in after he played them or vice versa are much more of an option to quickly play through to see if I like it too. Before, it just wouldn’t have been worth buying it to find out. And it’s a bonus for the devs too if I do end up liking it, because then I am more likely to buy their next game so I can play it at the same time as my brother.

    Gaming is inherently social. Even when we play single-player games, I’m sure most of us have a friend or sibling we talk to about them as we play.





  • Hehe yeah, we played it once as a family and of course died right away. Almost everyone was done there and accepted that as the end of it… so me and my sister just went and played the rest ourselves.

    I get their mentality, choose your own adventure, see where your choices lead and that’s the ending you get… makes sense with alot of content like this. But in the case of that specific adventure and the ending they got, it was pretty clear you are supposed to try again, not accept that ending. Ah wells. Consequently they thought it was stupid. And me and my sister loved it.

    But this sort of stuff is doomed to fail no matter how good it can be, cuz there is way more of them than there is of us. So it doesn’t make enough to justify it’s cost. And that is of course the other problem, “money” is the most important thing to too many people right now… good art can’t exist when its financial cost needs to be justified.


  • Careful with alarm fatigue. It’s unfortunately something your brain does without your permission. If you ever find setting lots of alarms stops being helpful, that is likely what happened. Basically, since you will end up brushing off a decent portion of those alarms as you are either still on task or don’t need to be on task yet “this time”, your brain will slowly think of those alarms as less important, no matter how important you want them to still be.

    It can help to set as many different alarm sounds as possible. Sometimes, that can make it feel like each alarm is different, and they won’t all be lumped into the same category in your subconscious.



  • That paper specifically concludes that despite all that, there is no reason to even look into whether fluoridation in drinking water might be a problem because there has clearly been no corollary deleterious effect. So, knowing what it would look like if it was a problem, was enough to know that it isn’t even close enough to warrant checking how close it is. The highest reported extremes of exposure already didn’t cause issue, so there is certainly no cause for concern at normal levels.

    Basically, normal levels are so far below potential risky levels, that they aren’t even concerned of accidental overexposure due to mistakes or accidents. They concluded they had literally zero concern…

    So linking that paper isn’t really supporting your opinion.