#what is customer experience software
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softwarereviewforall · 2 years ago
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CAPTERRA AWARDS ENGAGEBAY AS TOP CUSTOMER SERVICE SOFTWARE
EngageBay is a customer service software that has received high ratings from users in terms of value for money and functionality. It has been recognized as an outstanding product with a value for money rating of 4.7 out of 5 and a functionality rating of 4.6 out of 5. In this article, we will discuss EngageBay reviews, EngageBay vs HubSpot, EngageBay pricing, and whether EngageBay is good according to Capterra.
EngageBay Reviews
EngageBay has received positive reviews from users on Capterra. It has an overall rating of 4.6 out of 5, and users have praised its simplicity, ease of use, and range of features. Here are some examples of EngageBay reviews from Capterra users:
“The tool is very simple to use. It integrated with our own platform easily. We have really utilized all the features such as the email marketing, CRM, automation, and social media engagement. For me, the best in nurturing and closing leads!” ~ Kentall S.
“Needed a cost prohibitive plan form that has everything to market my fitness business along with the automation. I was using multiple pieces of software well over 300+ a month and Engagebay has replaced all of them at a fraction of the price.” ~ Stephen G.
“What I like the most about EngageBay is that it’s an inclusive platform where Sales, Marketing, and Support can be able to work together on the same platform and helps these different but intertwined departments to be always in sync.” ~ Brendan C.
EngageBay vs HubSpot
EngageBay and HubSpot are both customer service software options that offer a range of features to help businesses manage their customer relationships. However, there are some differences between the two. EngageBay is a more affordable option, with a starting price of $13.80 per month, billed annually, while HubSpot offers a free version and paid plans that start at $50 per month. EngageBay is also a more user-friendly option, with a simpler interface that is easier to navigate. HubSpot, on the other hand, offers more advanced features and tools, making it a better option for larger businesses with more complex needs.
EngageBay Pricing
EngageBay offers a range of pricing plans to suit different business needs. The basic plan starts at $13.80 per month, billed annually, and includes up to 500 contacts. The advanced plan starts at $29.99 per month, billed annually, and includes unlimited contacts. EngageBay also offers a free trial of its software, allowing users to test out its features before committing to a paid plan.
Is EngageBay Good According to Capterra?
EngageBay has received positive reviews from users on Capterra, with an overall rating of 4.6 out of 5. It has been recognized as an outstanding product with a value for money rating of 4.7 out of 5 and a functionality rating of 4.6 out of 5. Capterra is a safe platform that helps businesses find and evaluate top software and business services. It does not pay for reviews, and it has review guidelines in place to ensure that reviews are honest and unbiased.
In conclusion, EngageBay is a customer service software that offers a range of features to help businesses manage their customer relationships. It has received positive reviews from users on Capterra, and it is a more affordable and user-friendly option compared to HubSpot. EngageBay offers a range of pricing plans to suit different business needs, and it is a safe and reliable option according to Capterra.
Citations: [1] https://www.capterra.com [2] https://www.capterra.com/categories/ [3] https://www.capterra.com/p/185973/HelpDesk/reviews/ [4] https://www.linkedin.com/company/capterra [5] https://www.capterra.com/customer-service-software/ [6] https://www.capterra.com/customer-service-software/s/free/
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theconstellationsinyourskin · 9 months ago
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it's just really demoralizing to do literally everything right but then get turned down for a factor that is fixable in literally like two days of training
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tofupixel · 1 year ago
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⭐ So you want to learn pixel art? ⭐
🔹 Part 1 of ??? - The Basics!
Edit: Now available in Google Doc format if you don't have a Tumblr account 🥰
Hello, my name is Tofu and I'm a professional pixel artist. I have been supporting myself with freelance pixel art since 2020, when I was let go from my job during the pandemic.
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My progress, from 2017 to 2024. IMO the only thing that really matters is time and effort, not some kind of natural talent for art.
This guide will not be comprehensive, as nobody should be expected to read allat. Instead I will lean heavily on my own experience, and share what worked for me, so take everything with a grain of salt. This is a guide, not a tutorial. Cheers!
🔹 Do I need money?
NO!!! Pixel art is one of the most accessible mediums out there.
I still use a mouse because I prefer it to a tablet! You won't be at any disadvantage here if you can't afford the best hardware or software.
Because our canvases are typically very small, you don't need a good PC to run a good brush engine or anything like that.
✨Did you know? One of the most skilled and beloved pixel artists uses MS PAINT! Wow!!
🔹 What software should I use?
Here are some of the most popular programs I see my friends and peers using. Stars show how much I recommend the software for beginners! ⭐
💰 Paid options:
⭐⭐⭐ Aseprite (for PC) - $19.99
This is what I and many other pixel artists use. You may find when applying to jobs that they require some knowledge of Aseprite. Since it has become so popular, companies like that you can swap raw files between artists.
Aseprite is amazingly customizable, with custom skins, scripts and extensions on Itch.io, both free and paid.
If you have ever used any art software before, it has most of the same features and should feel fairly familiar to use. It features a robust animation suite and a tilemap feature, which have saved me thousands of hours of labour in my work. The software is also being updated all the time, and the developers listen to the users. I really recommend Aseprite!
⭐ Photoshop (for PC) - Monthly $$
A decent option for those who already are used to the PS interface. Requires some setup to get it ready for pixel-perfect art, but there are plenty of tutorials for doing so.
Animation is also much more tedious on PS which you may want to consider before investing time!
⭐⭐ ProMotion NG (for PC) - $19.00
An advanced and powerful software which has many features Aseprite does not, including Colour Cycling and animated tiles.
⭐⭐⭐ Pixquare (for iOS) - $7.99 - $19.99 (30% off with code 'tofu'!!)
Probably the best app available for iPad users, in active development, with new features added all the time.
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Look! My buddy Jon recommends it highly, and uses it often.
One cool thing about Pixquare is that it takes Aseprite raw files! Many of my friends use it to work on the same project, both in their office and on the go.
⭐ Procreate (for iOS) - $12.99
If you have access to Procreate already, it's a decent option to get used to doing pixel art. It does however require some setup. Artist Pixebo is famously using Procreate, and they have tutorials of their own if you want to learn.
⭐⭐ ReSprite iOS and Android. (free trial, but:) $19.99 premium or $$ monthly
ReSprite is VERY similar in terms of UI to Aseprite, so I can recommend it. They just launched their Android release!
🆓 Free options:
⭐⭐⭐ Libresprite (for PC)
Libresprite is an alternative to Aseprite. It is very, very similar, to the point where documentation for Aseprite will be helpful to Libresprite users.
⭐⭐ Pixilart (for PC and mobile)
A free in-browser app, and also a mobile app! It is tied to the website Pixilart, where artists upload and share their work. A good option for those also looking to get involved in a community.
⭐⭐ Dotpict (for mobile)
Dotpict is similar to Pixilart, with a mobile app tied to a website, but it's a Japanese service. Did you know that in Japanese, pixel art is called 'Dot Art'? Dotpict can be a great way to connect with a different community of pixel artists! They also have prompts and challenges often.
🔹 So I got my software, now what?
◽Nice! Now it's time for the basics of pixel art.
❗ WAIT ❗ Before this section, I want to add a little disclaimer. All of these rules/guidelines can be broken at will, and some 'no-nos' can look amazing when done intentionally.
The pixel-art fundamentals can be exceedingly helpful to new artists, who may feel lost or overwhelmed by choice. But if you feel they restrict you too harshly, don't force yourself! At the end of the day it's your art, and you shouldn't try to contort yourself into what people think a pixel artist 'should be'. What matters is your own artistic expression. 💕👍
◽Phew! With that out of the way...
🔸"The Rules"
There are few hard 'rules' of pixel art, mostly about scaling and exporting. Some of these things will frequently trip up newbies if they aren't aware, and are easy to overlook.
🔹Scaling method
There are a couple ways of scaling your art. The default in most art programs, and the entire internet, is Bi-linear scaling, which usually works out fine for most purposes. But as pixel artists, we need a different method.
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Both are scaled up x10. See the difference?
On the left is scaled using Bilinear, and on the right is using Nearest-Neighbor. We love seeing those pixels stay crisp and clean, so we use nearest-neighbor. 
(Most pixel-art programs have nearest-neighbor enabled by default! So this may not apply to you, but it's important to know.)
🔹Mixels
Mixels are when there are different (mixed) pixel sizes in the same image.
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Here I have scaled up my art- the left is 200%, and the right is 150%. Yuck!
As we can see, the "pixel" sizes end up different. We generally try to scale our work by multiples of 100 - 200%, 300% etc. rather than 150%. At larger scales however, the minute differences in pixel sizes are hardly noticeable!
Mixels are also sometimes seen when an artist scales up their work, then continues drawing on it with a 1 pixel brush.
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Many would say that this is not great looking! This type of pixels can be indicative of a beginner artist. But there are plenty of creative pixel artists out there who mixels intentionally, making something modern and cool.
🔹Saving Your Files
We usually save our still images as .PNGs as they don’t create any JPEG artifacts or loss of quality. It's a little hard to see here, but there are some artifacts, and it looks a little blurry. It also makes the art very hard to work with if we are importing a JPEG.
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For animations .GIF is good, but be careful of the 256 colour limit. Try to avoid using too many blending mode layers or gradients when working with animations. If you aren’t careful, your animation could flash afterwards, as the .GIF tries to reduce colours wherever it can. It doesn’t look great!
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Here's an old piece from 2021 where I experienced .GIF lossiness, because I used gradients and transparency, resulting in way too many colours.
🔹Pixel Art Fundamentals - Techniques and Jargon
❗❗Confused about Jaggies? Anti-Aliasing? Banding? Dithering? THIS THREAD is for you❗❗ << it's a link, click it!!
As far as I'm concerned, this is THE tutorial of all time for understanding pixel art. These are techniques created and named by the community of people who actually put the list together, some of the best pixel artists alive currently. Please read it!!
🔸How To Learn
Okay, so you have your software, and you're all ready to start. But maybe you need some more guidance? Try these tutorials and resources! It can be helpful to work along with a tutorial until you build your confidence up.
⭐⭐ Pixel Logic (A Digital Book) - $10 A very comprehensive visual guide book by a very skilled and established artist in the industry. I own a copy myself.
⭐⭐⭐ StudioMiniBoss - free A collection of visual tutorials, by the artist that worked on Celeste! When starting out, if I got stuck, I would go and scour his tutorials and see how he did it.
⭐ Lospec Tutorials - free A very large collection of various tutorials from all over the internet. There is a lot to sift through here if you have the time.
⭐⭐⭐ Cyangmou's Tutorials - free (tipping optional) Cyangmou is one of the most respected and accomplished modern pixel artists, and he has amassed a HUGE collection of free and incredibly well-educated visual tutorials. He also hosts an educational stream every week on Twitch called 'pixelart for beginners'.
⭐⭐⭐ Youtube Tutorials - free There are hundreds, if not thousands of tutorials on YouTube, but it can be tricky to find the good ones. My personal recommendations are MortMort, Brandon, and AdamCYounis- these guys really know what they're talking about!
🔸 How to choose a canvas size
When looking at pixel art turorials, we may see people suggest things like 16x16, 32x32 and 64x64. These are standard sizes for pixel art games with tiles. However, if you're just making a drawing, you don't necessarily need to use a standard canvas size like that.
What I like to think about when choosing a canvas size for my illustrations is 'what features do I think it is important to represent?' And make my canvas as small as possible, while still leaving room for my most important elements.
Imagine I have characters in a scene like this:
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I made my canvas as small as possible (232 x 314), but just big enough to represent the features and have them be recognizable (it's Good Omens fanart 😤)!! If I had made it any bigger, I would be working on it for ever, due to how much more foliage I would have to render.
If you want to do an illustration and you're not sure, just start at somewhere around 100x100 - 200x200 and go from there.
It's perfectly okay to crop your canvas, or scale it up, or crunch your art down at any point if you think you need a different size. I do it all the time! It only takes a bit of cleanup to get you back to where you were.
🔸Where To Post
Outside of just regular socials, Twitter, Tumblr, Deviantart, Instagram etc, there are a few places that lean more towards pixel art that you might not have heard of.
⭐ Lospec Lospec is a low-res focused art website. Some pieces get given a 'monthly masterpiece' award. Not incredibly active, but I believe there are more features being added often.
⭐⭐ Pixilart Pixilart is a very popular pixel art community, with an app tied to it. The community tends to lean on the young side, so this is a low-pressure place to post with an relaxed vibe.
⭐⭐ Pixeljoint Pixeljoint is one of the big, old-school pixel art websites. You can only upload your art unscaled (1x) because there is a built-in zoom viewer. It has a bit of a reputation for being elitist (back in the 00s it was), but in my experience it's not like that any more. This is a fine place for a pixel artist to post if they are really interested in learning, and the history. The Hall of Fame has some of the most famous / impressive pixel art pieces that paved the way for the work we are doing today.
⭐⭐⭐ Cafe Dot Cafe Dot is my art server so I'm a little biased here. 🍵 It was created during the recent social media turbulence. We wanted a place to post art with no algorithms, and no NFT or AI chuds. We have a heavy no-self-promotion rule, and are more interested in community than skill or exclusivity. The other thing is that we have some kind of verification system- you must apply to be a Creator before you can post in the Art feed, or use voice. This helps combat the people who just want to self-promo and dip, or cause trouble, as well as weed out AI/NFT people. Until then, you are still welcome to post in any of the threads or channels. There is a lot to do in Cafe Dot. I host events weekly, so check the threads!
⭐⭐/r/pixelart The pixel art subreddit is pretty active! I've also heard some of my friends found work through posting here, so it's worth a try if you're looking. However, it is still Reddit- so if you're sensitive to rude people, or criticism you didn't ask for, you may want to avoid this one. Lol
🔸 Where To Find Work
You need money? I got you! As someone who mostly gets scouted on social media, I can share a few tips with you:
Put your email / portfolio in your bio Recruiters don't have all that much time to find artists, make it as easy as possible for someone to find your important information!
Clean up your profile If your profile feed is all full of memes, most people will just tab out rather than sift through. Doesn't apply as much to Tumblr if you have an art tag people can look at.
Post regularly, and repost Activity beats everything in the social media game. It's like rolling the dice, and the more you post the more chances you have. You have to have no shame, it's all business baby
Outside of just posting regularly and hoping people reach out to you, it can be hard to know where to look. Here are a few places you can sign up to and post around on.
/r/INAT INAT (I Need A Team) is a subreddit for finding a team to work with. You can post your portfolio here, or browse for people who need artists.
/r/GameDevClassifieds Same as above, but specifically for game-related projects.
Remote Game Jobs / Work With Indies Like Indeed but for game jobs. Browse them often, or get email notifications.
VGen VGen is a website specifically for commissions. You need a code from another verified artist before you can upgrade your account and sell, so ask around on social media or ask your friends. Once your account is upgraded, you can make a 'menu' of services people can purchase, and they send you an offer which you are able to accept, decline, or counter.
The evil websites of doom: Fiverr and Upwork I don't recommend them!! They take a big cut of your profit, and the sites are teeming with NFT and AI people hoping to make a quick buck. The site is also extremely oversaturated and competitive, resulting in a race to the bottom (the cheapest, the fastest, doing the most for the least). Imagine the kind of clients who go to these websites, looking for the cheapest option. But if you're really desperate...
🔸 Community
I do really recommend getting involved in a community. Finding like-minded friends can help you stay motivated to keep drawing. One day, those friends you met when you were just starting out may become your peers in the industry. Making friends is a game changer!
Discord servers Nowadays, the forums of old are mostly abandoned, and people split off into many different servers. Cafe Dot, Pixel Art Discord (PAD), and if you can stomach scrolling past all the AI slop, you can browse Discord servers here.
Twitch Streams Twitch has kind of a bad reputation for being home to some of the more edgy gamers online, but the pixel art community is extremely welcoming and inclusive. Some of the people I met on Twitch are my friends to this day, and we've even worked together on different projects! Browse pixel art streams here, or follow some I recommend: NickWoz, JDZombi, CupOhJoe, GrayLure, LumpyTouch, FrankiePixelShow, MortMort, Sodor, NateyCakes, NyuraKim, ShinySeabass, I could go on for ever really... There are a lot of good eggs on Pixel Art Twitch.
🔸 Other Helpful Websites
Palettes Lospec has a huge collection of user-made palettes, for any artist who has trouble choosing their colours, or just wants to try something fun. Rejected Palettes is full of palettes that didn't quite make it onto Lospec, ran by people who believe there are no bad colours.
The Spriters Resource TSR is an incredible website where users can upload spritesheets and tilesets from games. You can browse for your favourite childhood game, and see how they made it! This website has helped me so much in understanding how game assets come together in a scene.
VGMaps Similar to the above, except there are entire maps laid out how they would be played. This is incredible if you have to do level design, or for mocking up a scene for fun.
Game UI Database Not pixel-art specific, but UI is a very challenging part of graphics, so this site can be a game-changer for finding good references!
Retronator A digital newspaper for pixel-art lovers! New game releases, tutorials, and artworks!
Itch.io A website where people can upload, games, assets, tools... An amazing hub for game devs and game fans alike. A few of my favourite tools: Tiled, PICO-8, Pixel Composer, Juice FX, Magic Pencil for Aseprite
🔸 The End?
This is just part 1 for now, so please drop me a follow to see any more guides I release in the future. I plan on doing some writeups on how I choose colours, how to practise, and more!
I'm not an expert by any means, but everything I did to get to where I am is outlined in this guide. Pixel art is my passion, my job and my hobby! I want pixel art to be recognized everywhere as an art-form, a medium of its own outside of game-art or computer graphics!
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This guide took me a long time, and took a lot of research and experience. Consider following me or supporting me if you are feeling generous.
And good luck to all the fledgling pixel artists, I hope you'll continue and have fun. I hope my guide helped you, and don't hesitate to send me an ask if you have any questions! 💕
My other tutorials (so far): How to draw Simple Grass for a game Hue Shifting
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ms-demeanor · 4 months ago
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fucking client emailed in requesting a license last night at 10, called today before nine asking for the license and if I could hurry this along because it was urgent; being the person that I am I went to go find some more information and discovered that the customer wants to do an in-place upgrade on a nine-year-old free license to a recent server license which is.
A) not possible with the service pack they have installed B) probably not compatible with the two kinds of software they have talking to the database C) probably not compatible with their actual server, which blew up spectacularly in January.
(all of which is to say nothing about the wide variety of possible ways to purchase and install the license, but probably standard is what they want even if they're technically too big for it)
I talk to my team, most of whom do not have much experience with upgrades/migrations for this software and we all agree that more research into their environment is needed, including possibly calls with their other software vendors and also possibly maybe replacing their twelve year old server.
Call the client at 2pm and let him know that this project is going to be more rigorous than just ordering a license, let them know that this isn't being dropped or ignored, but we need more information and will be in contact when more of the team knows what's going on.
5:14 PM, my coworker messages me "hey, do we have a tenant for this client?"
I message my coworker: "fucking lol, this is about their license, isn't it?"
It is about their license. They have sent in an emergency after hours ticket describing the issue as urgent: they have purchased the license on their own from a consumer vendor unaware of the fact that they need admin access to a tenant to download the software.
I create a tenant for the client and document the information, then provide the tenant ID.
And then since it's urgent, it's an emergency, I begin gathering data and composing an email.
The license won't populate to the tenant for hours at least and probably not for a full day.
They didn't actually tell us what license they've got, but if they plan to use it with one flavor of software they've got they probably need a secondary license they were totally unaware of.
I have found no evidence whatsoever that this license is compatible with their other software.
I hop into an after hours meeting with one of our tier three consultants to get the exact version number of the software and confirm that there is not a straightforward upgrade path between the license they have and the license they want.
I send an email advising that if their developer wants to make an upgrade they MUST back up the database because we have emergency backups, not database backups, let them know in writing "per our conversation this afternoon, this is why we don't think this will work" and thank them cheerfully, letting them know to reach out if they have questions about licensing.
hit send at half past eight.
Combined after hours work on this "emergency" "critical" "urgent" ticket is now probably about half the hardware cost of a better server.
I get that emergencies happen, but buddy if I tell you "hey, I know you are in a rush with this but we have to take our time to do this correctly" and you ignore me and make me stay late to handle your "critical" ticket, you and I both are not going to have a good time.
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thatsveryvortex · 7 months ago
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Writing Tools for Planning Your Story
I've tried tons of writing apps and sites, so you don't have to. Here's a list of free sites to plot out your novel, with my review and some images of how I use it.
Milanote
Milanote is like having a giant pinboard with folders. You can upload anything onto it [yes even your main doc] and then draw over it or connect things with lines and arrows
Milanote lets you add up to a hundred things for free, not including drawing. This is one of the downsides of the site as I've found myself reaching that limit recently.
For me, the best part is being able to draw over stuff, and the color swatches.
Milanote is a lot less structured than other sites I've used, and personally, I don't think their templates are worth using.
8/10 overall, Milanote is what I mainly use. Here are some pics of how I use it:
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Miro
Miro is a flowchart website mainly used for corporate jobs, however, it can be a great plotting tool for that reason
Miro has a lot of great starter templates if you are looking for a more structured freeform experience. It also comes with a blank page as well.
Unfortunately, I'd argue that it's a bit of a hard tool for beginners to use without a template, I've learned copy-paste is my best friend with Miro the hard way.
It's much better than most platforms at making timelines though.
It has a limit of three boards which is a bit disappointing but overall, I think it's worth the try.
5/10 Miro is very middle of the road for me due to the limited ability to customize things and the free limit. Here are some pics:
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[I wrote that part weeks ago, I am now fully using Miro and believe it's the best for making timelines and charts, I just wish it let me make more boards 8/10]
Hiveword
This might be someone's jam, I can't really say it's mine though.
First off, the unpaid version is really just a few boxes saying "Write a summary here." which makes it just not worth it in my opinion
There really isn't any way to customise things which is my favorite part of most of these softwares
I've barely used this, so maybe there's something I'm missing but
1/10, Just use Google Docs at this point, here's a couple pics
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World Anvil
People like this software, it's mainly used for tabletop, which is just a different way of writing adventure, and I've seen it recommended by authors.
Unfortunately, I'm going to disagree with a lot of people and say it's hard to use and isn't even really good at plotting.
I may be biased on this one as every time I've tried to use it in the past I've struggled. However, it seems like another just write it in a document and create a folder.
I'd say it's closer to an organizing tool, but even then just use something else.
3/10, I have nothing to say about it but maybe you'll enjoy it, all here are two photos
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Campfire
This is the one I think I've heard the most about, but have never actually tried.
right off the bat, I'm going to say this is 100% worth it, you'll see at the end with the photos but this is like if Miro and World Anvil had an organization baby.
It's extremely easy to understand, and it makes timelines, it's more for writing your whole book but idk about that yet.
7/10, its themes are really pretty but it limits how much you can do to 20 I believe. Here are the photos
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That's all for now, honestly, I think you should use Miro if you are looking to plot things out, and Milanote if you want to collect and organize your thoughts for writing, as that's what I do. Obviously what I like won't be for everyone, but hopefully, this helped you see some options
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evannamari · 25 days ago
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Distribution of Paid Custom Content Is Harmful
Speaking about the eternal topic of paid access, I’d like to share my opinion (even though no one asked for it).
I want to note right away that I’m talking about permanently paid content — I have no complaints about early access.
I saw that a certain person wrote that hoping to get custom content from certain paid authors for free is impudence, because they put a lot of effort and time into creating it.
That sounds fair, but do free creators put in less effort? Let’s say this is a debatable issue. There can also be long discussions about what counts as high-quality content.
But I want to draw attention to something else: these creators do not exist in a vacuum. They didn’t gain their knowledge on their own. Everything we and they know about modding in The Sims 2 is the result of intellectual — and not only intellectual — work done by many people.
I also see that paid creators tend to form closed, elitist groups and do not share their experience with the rest of the community, even though they benefit from its collective knowledge.
For example, would these paid creators be able to make their content without SimPE? This software is distributed for free. Or didn’t they learn from tons of tutorials published absolutely for free?
Programs, plugins, resources — all of this helps our community thrive around an old game abandoned by its developers (don’t tell me about Legacy).
It’s the players who openly share knowledge about their favorite game who prevent it from being forgotten and keep reviving interest in it again and again.
Let’s imagine all custom content for The Sims 2 were distributed for a fee. This would cool interest in the game — not only because obviously not every player could afford to buy everything. It would also make content creation less sustainable: access to resources would be more difficult, and competition in the creator market would split the income so much that it would become negligible.
This is why I believe that custom content locked behind permanent paywalls is harmful to our community.
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mostlysignssomeportents · 10 months ago
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AI’s productivity theater
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Support me this summer on the Clarion Write-A-Thon and help raise money for the Clarion Science Fiction and Fantasy Writers' Workshop!
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When I took my kid to New Zealand with me on a book-tour, I was delighted to learn that grocery stores had special aisles where all the kids'-eye-level candy had been removed, to minimize nagging. What a great idea!
Related: countries around the world limit advertising to children, for two reasons:
1) Kids may not be stupid, but they are inexperienced, and that makes them gullible; and
2) Kids don't have money of their own, so their path to getting the stuff they see in ads is nagging their parents, which creates a natural constituency to support limits on kids' advertising (nagged parents).
There's something especially annoying about ads targeted at getting credulous people to coerce or torment other people on behalf of the advertiser. For example, AI companies spent millions targeting your boss in an effort to convince them that you can be replaced with a chatbot that absolutely, positively cannot do your job.
Your boss has no idea what your job entails, and is (not so) secretly convinced that you're a featherbedding parasite who only shows up for work because you fear the breadline, and not because your job is a) challenging, or b) rewarding:
https://pluralistic.net/2024/04/19/make-them-afraid/#fear-is-their-mind-killer
That makes them prime marks for chatbot-peddling AI pitchmen. Your boss would love to fire you and replace you with a chatbot. Chatbots don't unionize, they don't backtalk about stupid orders, and they don't experience any inconvenient moral injury when ordered to enshittify the product:
https://pluralistic.net/2023/11/25/moral-injury/#enshittification
Bosses are Bizarro-world Marxists. Like Marxists, your boss's worldview is organized around the principle that every dollar you take home in wages is a dollar that isn't available for executive bonuses, stock buybacks or dividends. That's why you boss is insatiably horny for firing you and replacing you with software. Software is cheaper, and it doesn't advocate for higher wages.
That makes your boss such an easy mark for AI pitchmen, which explains the vast gap between the valuation of AI companies and the utility of AI to the customers that buy those companies' products. As an investor, buying shares in AI might represent a bet the usefulness of AI – but for many of those investors, backing an AI company is actually a bet on your boss's credulity and contempt for you and your job.
But bosses' resemblance to toddlers doesn't end with their credulity. A toddler's path to getting that eye-height candy-bar goes through their exhausted parents. Your boss's path to realizing the productivity gains promised by an AI salesman runs through you.
A new research report from the Upwork Research Institute offers a look into the bizarre situation unfolding in workplaces where bosses have been conned into buying AI and now face the challenge of getting it to work as advertised:
https://www.upwork.com/research/ai-enhanced-work-models
The headline findings tell the whole story:
96% of bosses expect that AI will make their workers more productive;
85% of companies are either requiring or strongly encouraging workers to use AI;
49% of workers have no idea how AI is supposed to increase their productivity;
77% of workers say using AI decreases their productivity.
Working at an AI-equipped workplaces is like being the parent of a furious toddler who has bought a million Sea Monkey farms off the back page of a comic book, and is now destroying your life with demands that you figure out how to get the brine shrimp he ordered from a notorious Holocaust denier to wear little crowns like they do in the ad:
https://www.splcenter.org/fighting-hate/intelligence-report/2004/hitler-and-sea-monkeys
Bosses spend a lot of time thinking about your productivity. The "productivity paradox" shows a rapid, persistent decline in American worker productivity, starting in the 1970s and continuing to this day:
https://en.wikipedia.org/wiki/Productivity_paradox
The "paradox" refers to the growth of IT, which is sold as a productivity-increasing miracle. There are many theories to explain this paradox. One especially good theory came from the late David Graeber (rest in power), in his 2012 essay, "Of Flying Cars and the Declining Rate of Profit":
https://thebaffler.com/salvos/of-flying-cars-and-the-declining-rate-of-profit
Graeber proposes that the growth of IT was part of a wider shift in research approaches. Research was once dominated by weirdos (e.g. Jack Parsons, Oppenheimer, etc) who operated with relatively little red tape. The rise of IT coincides with the rise of "managerialism," the McKinseyoid drive to monitor, quantify and – above all – discipline the workforce. IT made it easier to generate these records, which also made it normal to expect these records.
Before long, every employee – including the "creatives" whose ideas were credited with the productivity gains of the American century until the 70s – was spending a huge amount of time (sometimes the majority of their working days) filling in forms, documenting their work, and generally producing a legible account of their day's work. All this data gave rise to a ballooning class of managers, who colonized every kind of institution – not just corporations, but also universities and government agencies, which were structured to resemble corporations (down to referring to voters or students as "customers").
Even if you think all that record-keeping might be useful, there's no denying that the more time you spend documenting your work, the less time you have to do your work. The solution to this was inevitably more IT, sold as a way to make the record-keeping easier. But adding IT to a bureaucracy is like adding lanes to a highway: the easier it is to demand fine-grained record-keeping, the more record-keeping will be demanded of you.
But that's not all that IT did for the workplace. There are a couple areas in which IT absolutely increased the profitability of the companies that invested in it.
First, IT allowed corporations to outsource production to low-waged countries in the global south, usually places with worse labor protection, weaker environmental laws, and easily bribed regulators. It's really hard to produce things in factories thousands of miles away, or to oversee remote workers in another country. But IT makes it possible to annihilate distance, time zone gaps, and language barriers. Corporations that figured out how to use IT to fire workers at home and exploit workers and despoil the environment in distant lands thrived. Executives who oversaw these projects rose through the ranks. For example, Tim Cook became the CEO of Apple thanks to his successes in moving production out of the USA and into China.
https://archive.is/M17qq
Outsourcing provided a sugar high that compensated for declining productivity…for a while. But eventually, all the gains to be had from outsourcing were realized, and companies needed a new source of cheap gains. That's where "bossware" came in: the automation of workforce monitoring and discipline. Bossware made it possible to monitor workers at the finest-grained levels, measuring everything from keystrokes to eyeball movements.
What's more, the declining power of the American worker – a nice bonus of the project to fire huge numbers of workers and ship their jobs overseas, which made the remainder terrified of losing their jobs and thus willing to eat a rasher of shit and ask for seconds – meant that bossware could be used to tie wages to metrics. It's not just gig workers who don't score consistent five star ratings from app users whose pay gets docked – it's also creative workers whose Youtube and Tiktok wages are cut for violating rules that they aren't allowed to know, because that might help them break the rules without being detected and punished:
https://pluralistic.net/2024/01/13/solidarity-forever/#tech-unions
Bossware dominates workplaces from public schools to hospitals, restaurants to call centers, and extends to your home and car, if you're working from home (AKA "living at work") or driving for Uber or Amazon:
https://pluralistic.net/2020/10/02/chickenized-by-arise/#arise
In providing a pretense for stealing wages, IT can increase profits, even as it reduces productivity:
https://pluralistic.net/2024/01/11/robots-stole-my-jerb/#computer-says-no
One way to think about how this works is through the automation-theory metaphor of a "centaur" and a "reverse centaur." In automation circles, a "centaur" is someone who is assisted by an automation tool – for example, when your boss uses AI to monitor your eyeballs in order to find excuses to steal your wages, they are a centaur, a human head atop a machine body that does all the hard work, far in excess of any human's capacity.
A "reverse centaur" is a worker who acts as an assistant to an automation system. The worker who is ridden by an AI that monitors their eyeballs, bathroom breaks, and keystrokes is a reverse centaur, being used (and eventually, used up) by a machine to perform the tasks that the machine can't perform unassisted:
https://pluralistic.net/2023/04/12/algorithmic-wage-discrimination/#fishers-of-men
But there's only so much work you can squeeze out of a human in this fashion before they are ruined for the job. Amazon's internal research reveals that the company has calculated that it ruins workers so quickly that it is in danger of using up every able-bodied worker in America:
https://www.vox.com/recode/23170900/leaked-amazon-memo-warehouses-hiring-shortage
Which explains the other major findings from the Upwork study:
81% of bosses have increased the demands they make on their workers over the past year; and
71% of workers are "burned out."
Bosses' answer to "AI making workers feel burned out" is the same as "IT-driven form-filling makes workers unproductive" – do more of the same, but go harder. Cisco has a new product that tries to detect when workers are about to snap after absorbing abuse from furious customers and then gives them a "Zen" moment in which they are showed a "soothing" photo of their family:
https://finance.yahoo.com/news/ai-bringing-zen-first-horizons-192010166.html
This is just the latest in a series of increasingly sweaty and cruel "workplace wellness" technologies that spy on workers and try to help them "manage their stress," all of which have the (totally predictable) effect of increasing workplace stress:
https://pluralistic.net/2024/03/15/wellness-taylorism/#sick-of-spying
The only person who wouldn't predict that being closely monitored by an AI that snitches on you to your boss would increase your stress levels is your boss. Unfortunately for you, AI pitchmen know this, too, and they're more than happy to sell your boss the reverse-centaur automation tool that makes you want to die, and then sell your boss another automation tool that is supposed to restore your will to live.
The "productivity paradox" is being resolved before our eyes. American per-worker productivity fell because it was more profitable to ship American jobs to regulatory free-fire zones and exploit the resulting precarity to abuse the workers left onshore. Workers who resented this arrangement were condemned for having a shitty "work ethic" – even as the number of hours worked by the average US worker rose by 13% between 1976 and 2016:
https://pluralistic.net/2024/01/11/robots-stole-my-jerb/#computer-says-no
AI is just a successor gimmick at the terminal end of 40 years of increasing profits by taking them out of workers' hides rather than improving efficiency. That arrangement didn't come out of nowhere: it was a direct result of a Reagan-era theory of corporate power called "consumer welfare." Under the "consumer welfare" approach to antitrust, monopolies were encouraged, provided that they used their market power to lower wages and screw suppliers, while lowering costs to consumers.
"Consumer welfare" supposed that we could somehow separate our identities as "workers" from our identities as "shoppers" – that our stagnating wages and worsening conditions ceased mattering to us when we clocked out at 5PM (or, you know, 9PM) and bought a $0.99 Meal Deal at McDonald's whose low, low price was only possible because it was cooked by someone sleeping in their car and collecting food-stamps.
https://www.theguardian.com/us-news/article/2024/jul/20/disneyland-workers-anaheim-california-authorize-strike
But we're reaching the end of the road for consumer welfare. Sure, your toddler-boss can be tricked into buying AI and firing half of your co-workers and demanding that the remainder use AI to do their jobs. But if AI can't do their jobs (it can't), no amount of demanding that you figure out how to make the Sea Monkeys act like they did in the comic-book ad is doing to make that work.
As screwing workers and suppliers produces fewer and fewer gains, companies are increasingly turning on their customers. It's not just that you're getting worse service from chatbots or the humans who are reverse-centaured into their workflow. You're also paying more for that, as algorithmic surveillance pricing uses automation to gouge you on prices in realtime:
https://pluralistic.net/2024/07/24/gouging-the-all-seeing-eye/#i-spy
This is – in the memorable phrase of David Dayen and Lindsay Owens, the "age of recoupment," in which companies end their practice of splitting the gains from suppressing labor with their customers:
https://prospect.org/economy/2024-06-03-age-of-recoupment/
It's a bet that the tolerance for monopolies made these companies too big to fail, and that means they're too big to jail, so they can cheat their customers as well as their workers.
AI may be a bet that your boss can be suckered into buying a chatbot that can't do your job, but investors are souring on that bet. Goldman Sachs, who once trumpeted AI as a multi-trillion dollar sector with unlimited growth, is now publishing reports describing how companies who buy AI can't figure out what to do with it:
https://www.goldmansachs.com/intelligence/pages/gs-research/gen-ai-too-much-spend-too-little-benefit/report.pdf
Fine, investment banks are supposed to be a little conservative. But VCs? They're the ones with all the appetite for risk, right? Well, maybe so, but Sequoia Capital, a top-tier Silicon Valley VC, is also publicly questioning whether anyone will make AI investments pay off:
https://www.sequoiacap.com/article/ais-600b-question/
I can't tell you how great it was to take my kid down a grocery checkout aisle from which all the eye-level candy had been removed. Alas, I can't figure out how we keep the nation's executive toddlers from being dazzled by shiny AI pitches that leave us stuck with the consequences of their impulse purchases.
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If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2024/07/25/accountability-sinks/#work-harder-not-smarter
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Image: Cryteria (modified) https://commons.wikimedia.org/wiki/File:HAL9000.svg
CC BY 3.0 https://creativecommons.org/licenses/by/3.0/deed.en
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midnightdahlias · 4 months ago
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First Impressions
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summery - (based on pilot episode) you meet the boys for the first time, and it doesnt exaclty go smoothly word count - 1.1K cws - fem!reader, mentions of a gun, very very slight threat , mentions of john winchester (horrorfying ik), lmk if i missed anything a/n - Hi so this is my first time writing, hope you like it. I apologise if it's not the best, english isn't my first language. BUT I hope you like it either way and any feedback is appreciated !
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“Dean. Something is starting to happen. I think it’s serious. I need to try and figure out what’s going on… [muffled voices]… If you don’t hear from me, call the number I left you. Be very careful, Dean. We’re all in danger.”
After running it through EVP software, neither of them was any closer to figuring out what the hell John Winchester had gotten himself into.
“What about the number he mentioned? Have you called it?” Sam asked, his brow furrowed as he replayed the message in his head.
“Tried it twice. Straight to an automated voicemail both times. Whoever it belongs to doesn’t seem keen on answering,” Dean sighed, frustration creeping into his tone. He had assumed it was a contact of their father’s, someone John trusted, but the silence from the other end only deepened his suspicions. Maybe something had happened to that person, too.
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Working odd jobs was your way of staying afloat between hunts. Running scams and hustling drunks at bars could only get you so far. As much as you hated working in crappy diners, the little bit of honest money made you feel better about yourself—well, slightly better. Hunting wasn’t exactly a glamorous life, but knowing you were helping people survive the creatures that go bump in the night gave you purpose.
You were just wrapping up your final shift at a shitty diner, ready to head out of town, when your phone rang again. Unknown number.
This was the third time today, and you were getting sick of it. The first call, you’d been asleep and missed it. The second time, you couldn’t pick up because you had a customer at the counter. But this time, you were free to finally figure out who was bugging you. You weren’t used to calls like this—you could count on one hand the amount of people that had your number, so to call this weird was a bit of an understatement.
But before you could even answer, the call cut off after just a few seconds. Weird. You almost didn’t bother calling back, but as you started to switch your phone off, it buzzed again.
You didn’t hesitate this time—just hit ‘answer’ and pressed it to your ear.
“Who is this?”
All you heard was some muffled noise on the other end before the call dropped.
It wasn’t exactly paranoia that made you hesitate to call back. More like years of experience dealing with sketchy things that were best left alone. But you couldn’t shake the feeling that something wasn’t right, so you stuffed the phone in your pocket and started walking back to your motel. The day had already been stressful enough, but as you made your way down the empty street, a prickling sensation crawled up your spine. You were being followed.
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“Where’d she go?” Dean frowned, looking around. She had been just a few feet ahead of them, and now she was gone.
Sam didn’t even get a chance to reply before Dean’s body slammed into his, knocking him to the ground in a tangled mess of limbs.
“Who are you, and why are you following me?”
The voice above them was calm but carried a dangerous edge. Looking up, the brothers found themselves staring down the barrel of a gun.
“You’ve got about ten seconds to answer,” you warned, your grip steady as you studied the two strangers.
Dean raised his hands in mock surrender, trying to defuse the situation. “Hey, hey, how about we put the gun down and have a nice, calm conversation?”
“You didn’t answer my questions,” you countered, cocking the gun for emphasis. “Who are you, and why are you following me?”
“Okay, okay,” Sam said quickly, his voice trying to calm the situation after his brothers failed attempt. “My name’s Sam, and this is my brother Dean. We’re the ones who called you.”
You narrowed your eyes. That answered part of your question, but it only left you more confused.
“What?” you asked, confused, but not about to lower the gun just yet.
Dean blurted out, “Look, we’re looking for our dad. He told us to call you if we couldn’t reach him. We saw you pick up at the diner, and we got curious.”
“So you followed me like a couple of creeps instead of just talking to me?” you shot back, irritation creeping into your voice.
The brothers exchanged an awkward glance, clearly realizing how bad it sounded, trying to come up with a defense that made them sound less like creepy stalkers.
“Wait, who’s your dad?” you asked, cutting off whatever pathetic excuses that were about to escape their mouths.
“John Winchester,” Dean offered plainly. Glad of the change in question.
The name hit you like a truck. You’d crossed paths with John only a few days ago, working separate cases in the same area. You hadn’t thought much of it when he disappeared; you’d assumed he’d wrapped up his hunt and moved on. Clearly, that wasn’t the case.
“You’re John’s sons?” you asked, though it was more of a rhetorical question. “Well, that makes sense.” You sighed to yourself, eyeing the two.
You lowered your gun and holstered it, extending a hand to each of the boys, helping them to their feet while silently offering an unspoken truce.
Dean accepted your hand, brushing himself off. “You know him?”
“Yeah, I know him,” you replied, the faintest hint of distaste creeping into your tone. Sam caught it, his lips twitching in amusement, though Dean didn’t seem to notice.
“He’s missing,” Dean said, his voice steady but tinged with concern.
John Winchester missing? That didn’t sit right with you. Although a right ass, the guy was tough as nails, one of the best hunters you’d ever met.
“He was hunting something out here and just vanished. You wouldn’t happen to know anything about that, would you?”
You thought for a moment before answering. “I saw him a couple of days ago. Last thing he said was that he was heading to Sylvania Bridge to check something out.”
Sam stepped in, his voice hopeful. “Would you help us find him? If he told us to call you, he must’ve thought you could help.”
You hesitated. You weren’t the type to work with others, especially hunters. They were usually more trouble than they were worth. But there was something about these two that made you pause, something that felt like you were meant to help them. Not that you believed in fate or anything…
“Fine,” you said with a sigh. “I’ll help. But don’t make me regret this.”
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masterlist
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sexymemecoin · 1 year ago
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The Metaverse: A New Frontier in Digital Interaction
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The concept of the metaverse has captivated the imagination of technologists, futurists, and businesses alike. Envisioned as a collective virtual shared space, the metaverse merges physical and digital realities, offering immersive experiences and unprecedented opportunities for interaction, commerce, and creativity. This article delves into the metaverse, its potential impact on various sectors, the technologies driving its development, and notable projects shaping this emerging landscape.
What is the Metaverse?
The metaverse is a digital universe that encompasses virtual and augmented reality, providing a persistent, shared, and interactive online environment. In the metaverse, users can create avatars, interact with others, attend virtual events, own virtual property, and engage in economic activities. Unlike traditional online experiences, the metaverse aims to replicate and enhance the real world, offering seamless integration of the physical and digital realms.
Key Components of the Metaverse
Virtual Worlds: Virtual worlds are digital environments where users can explore, interact, and create. Platforms like Decentraland, Sandbox, and VRChat offer expansive virtual spaces where users can build, socialize, and participate in various activities.
Augmented Reality (AR): AR overlays digital information onto the real world, enhancing user experiences through devices like smartphones and AR glasses. Examples include Pokémon GO and AR navigation apps that blend digital content with physical surroundings.
Virtual Reality (VR): VR provides immersive experiences through headsets that transport users to fully digital environments. Companies like Oculus, HTC Vive, and Sony PlayStation VR are leading the way in developing advanced VR hardware and software.
Blockchain Technology: Blockchain plays a crucial role in the metaverse by enabling decentralized ownership, digital scarcity, and secure transactions. NFTs (Non-Fungible Tokens) and cryptocurrencies are integral to the metaverse economy, allowing users to buy, sell, and trade virtual assets.
Digital Economy: The metaverse features a robust digital economy where users can earn, spend, and invest in virtual goods and services. Virtual real estate, digital art, and in-game items are examples of assets that hold real-world value within the metaverse.
Potential Impact of the Metaverse
Social Interaction: The metaverse offers new ways for people to connect and interact, transcending geographical boundaries. Virtual events, social spaces, and collaborative environments provide opportunities for meaningful engagement and community building.
Entertainment and Gaming: The entertainment and gaming industries are poised to benefit significantly from the metaverse. Immersive games, virtual concerts, and interactive storytelling experiences offer new dimensions of engagement and creativity.
Education and Training: The metaverse has the potential to revolutionize education and training by providing immersive, interactive learning environments. Virtual classrooms, simulations, and collaborative projects can enhance educational outcomes and accessibility.
Commerce and Retail: Virtual shopping experiences and digital marketplaces enable businesses to reach global audiences in innovative ways. Brands can create virtual storefronts, offer unique digital products, and engage customers through immersive experiences.
Work and Collaboration: The metaverse can transform the future of work by providing virtual offices, meeting spaces, and collaborative tools. Remote work and global collaboration become more seamless and engaging in a fully digital environment.
Technologies Driving the Metaverse
5G Connectivity: High-speed, low-latency 5G networks are essential for delivering seamless and responsive metaverse experiences. Enhanced connectivity enables real-time interactions and high-quality streaming of immersive content.
Advanced Graphics and Computing: Powerful graphics processing units (GPUs) and cloud computing resources are crucial for rendering detailed virtual environments and supporting large-scale metaverse platforms.
Artificial Intelligence (AI): AI enhances the metaverse by enabling realistic avatars, intelligent virtual assistants, and dynamic content generation. AI-driven algorithms can personalize experiences and optimize virtual interactions.
Wearable Technology: Wearable devices, such as VR headsets, AR glasses, and haptic feedback suits, provide users with immersive and interactive experiences. Advancements in wearable technology are critical for enhancing the metaverse experience.
Notable Metaverse Projects
Decentraland: Decentraland is a decentralized virtual world where users can buy, sell, and develop virtual real estate as NFTs. The platform offers a wide range of experiences, from gaming and socializing to virtual commerce and education.
Sandbox: Sandbox is a virtual world that allows users to create, own, and monetize their gaming experiences using blockchain technology. The platform's user-generated content and virtual real estate model have attracted a vibrant community of creators and players.
Facebook's Meta: Facebook's rebranding to Meta underscores its commitment to building the metaverse. Meta aims to create interconnected virtual spaces for social interaction, work, and entertainment, leveraging its existing social media infrastructure.
Roblox: Roblox is an online platform that enables users to create and play games developed by other users. With its extensive user-generated content and virtual economy, Roblox exemplifies the potential of the metaverse in gaming and social interaction.
Sexy Meme Coin (SEXXXY): Sexy Meme Coin integrates metaverse elements by offering a decentralized marketplace for buying, selling, and trading memes as NFTs. This unique approach combines humor, creativity, and digital ownership, adding a distinct flavor to the metaverse landscape. Learn more about Sexy Meme Coin at Sexy Meme Coin.
The Future of the Metaverse
The metaverse is still in its early stages, but its potential to reshape digital interaction is immense. As technology advances and more industries explore its possibilities, the metaverse is likely to become an integral part of our daily lives. Collaboration between technology providers, content creators, and businesses will drive the development of the metaverse, creating new opportunities for innovation and growth.
Conclusion
The metaverse represents a new frontier in digital interaction, offering immersive and interconnected experiences that bridge the physical and digital worlds. With its potential to transform social interaction, entertainment, education, commerce, and work, the metaverse is poised to revolutionize various aspects of our lives. Notable projects like Decentraland, Sandbox, Meta, Roblox, and Sexy Meme Coin are at the forefront of this transformation, showcasing the diverse possibilities within this emerging digital universe.
For those interested in the playful and innovative side of the metaverse, Sexy Meme Coin offers a unique and entertaining platform. Visit Sexy Meme Coin to explore this exciting project and join the community.
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meanbossart · 1 year ago
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Oh boy, VaM is kind of a trial and error experience LOL I couldn't really show you how to use the interface and stuff without a whole video or something, but it's not THAT difficult to get a hang of if you just give yourself a day or two to play around, not to mention the number of tutorials you find out there. Luckily, if you only want to use it as a reference software that makes the process far easier (to this day I have no idea how to animate on that thing, since that's not what I use it for)
As for how I use it, it's pretty self explanatory - if there's a complicated pose I want to draw but I'm either having trouble with it, or just want to double-check angles/anatomy, I will use it as a resource! I use for most of my "proper" pieces (y'know, the nicer looking ones) and every once in a while for my silly comics if I'm having trouble with a pose.
Lets use this drawing for example (the character on top of DU drow belongs to @namespara )
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I don't draw a lot of mud-wrestling (shocking, I know) but I had an idea of the kind of pose I wanted them to be in. So the very first thing I did was make a rough sketch of what I was envisioning:
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I often do a rough sketch first, even If I know I'm going to be pulling the program up because A) It's less tedious than adjusting the models over and over again until I pick a pose and B) because sometimes I'll decide I don't need the reference, after all, and so that's 30 minutes I'll have spared myself of playing around on the software.
Now, this is a pretty complicated pose! It's in a weird angle and the bodies are making contact in ways I'm not used to depicting, so I did choose to whip out VaM for this one. I went into the program and after some messing around, I flopped my little dolls together like this:
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Now something really cool about VaM is that you can completely customize your models, and if you have the patience, I would definitely encourage you to do so! Obviously, you don't have to make picture perfect replicas of every single character you have, but as you can see here I have made a DU drow "decoy" to help me better understand some of his features when I draw him: he has a strong brow, a short nose, a square jawline - these are all going to look a very specific way from certain angles, and I might not always be sure of how to draw it right! So it's useful to have models that bear SOME semblance to the character so you can better understand how different viewpoints will affect their bone structure and mass.
Also thank fucking god for the elf-ear slider. Figuring out how to draw those shits from certain angles was a huge pain in the ass when I started drawing DnD races.
So, with the reference in hand, I go over the sketch again:
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Now you may notice that I don't stick to the reference 100%. There's three reasons for this:
posing on VaM is tedious as hell. You can get something incredibly natural looking and picture-perfect to reference from if you wish, but it's going to take you hours to do. So, for the most part I just slap guys together until the results are "close enough" and use that.
In my opinion, you should always aim to ENHANCE your reference material, not replicate it exactly!
While VaM is a PRETTY DANG GOOD source of anatomical reference, it isn't perfect, I often supplement it with further reference from real life resources or make tweaks based on my own knowledge where I catch it falling short (and, antithetical to what I just said, I sometimes fuck the anatomy up further on purpose if I think it looks better that way LOL it's all jazz baby).
Then lines, color, yada yada. I don't have a tutorial on that and I don't think I could make one, because my process is chaotic as hell, but I do at times use Virt-a-mate as loose reference for lighting too when coloring - waaaaayyyy less so however, because that process is even more tedious and I feel like I often get better results by just winging it. It is a feature of the program though, and I'm sure it would be helpful for someone who has a difficult time visualizing lights and shadows. I only started using this program a few months ago, so I happened to already have a pretty good understanding of that kind of thing and just don't personally feel like I get much out of that particular mechanic.
Here's a few other examples of pieces that I made reference for (WARNING: Suggestive)
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Now, for the question many of you may want to ask:
"Can I trace this junk?"
And to that, I say: Buddy, you can do whatever the hell you want with the reference material you created.
However,
If your goal is to learn and improve your art, and to recreate realistic proportions and anatomy from memory, tracing won't help you.
Developing your own style, your muscle memory, and personal technique will all be hindered by choosing to trace instead of drawing from observation, so I would encourage against it. Hell - even when tracing is employed as a technique, it's usually by high-skill realism & concept artists who are looking to either cut some corners, save time, or just double-check their own proportions in order to improve further - if you try tracing as a beginner, you will most definitely find the result to still look stiff and "off".
So trust me, there is so much more to be gained from drawing from observation. Make note of tangents, compare proportions, use all the elements of the picture to dictate where and how things should go - it will be a far more rewarding experience.
Hopefully this has been helpful! VaM is a really cheap program (you get it on the guys' patreon for I think 8 dollars, just google it!) and it's definitely been worth my money as an artist since I found it. Learning to use it can be a little intimidating at first glance, but as I said above you only really need a day plus one or two tutorials to get a hang of the interface.
A fair warning though, IT IS A SOFTWARE MADE FOR VIRTUAL SEX/ADULT ANIMATION So when looking it up expect to see a some spicy content.
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sexyirish7 · 2 months ago
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Tattoo Parlor Decor Set for The Sims 4
This set was inspired by my personal experience getting tattoos. Some of the signs are those I remember from my friend’s tattoo parlor. While I was excited about getting tattooing in the Business & Hobbies Pack, I did want more in terms of décor objects. I did my best to keep the items as low poly as possible, but be sure to check the poly counts for what your computer can handle.
The building in my screenshots is one I downloaded from the gallery and made modifications so it resembled my friend's tattoo parlor. The username is MickeySimmers and the original build is a NY Pizzeria uploaded on 4/7/25.
When appropriate, objects are available in English and Simlish versions. Simlish font credit to Franzilla: https://modthesims.info/  For new meshes made by me, textures from Blenderkit were used.
SexyIrish7 Phoenix logo credit: © Liliia Marchuk via Dreamstime.com
All items are base-game compatible.
This set includes:
·         Tattoo Counter
·         Supply Cabinet
·         Salty Signs – Small, Medium, and Large
·         Tattoo ink bottles
·         Tattoo ink cups – empty ink cup and cups with ink colors
·         Tattoo ink cup holder
·         Sharps container – Wall-mounted and counter versions
·         Tattoo Coil Machine
·         Foot switch
·         Power Supply
·         Stencil Machine
·         Autoclave
·         Non-sterile Nitrile Glove Boxes
·         Portfolios
·         Consent form
·         Tip Jar
You may view an Imgur album with 31 screenshots of the set here
Creations by SexyIrish7
DOWNLOAD for FREE: SFS
OR at Patreon*
*You must be over 18 to access my Patreon page.
These cc objects are new 3d meshes created using Blender and Sims 4 Studio.
All CC have:
*Ability to search catalog using search terms: sexyirish7 and si7
*Customized thumbnail
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CREDITS:
Software credits:
Sims 4 Studio v. 3.2.4.3 (Star): https://sims4studio.com
Blender 4.0: https://www.blender.org/download/
GIMP v. 2.10.34: https://www.gimp.org/
Inkscape v. 1.2: https://inkscape.org/
Thank you to the creators and moderators producing tutorials and answering questions!
*******
TOU:
Do not re-upload and claim as your own
Do not re-upload and hide behind a paywall
Mesh and Image Credits along with descriptions of each item are below:
Tattoo Counter
I was dissatisfied with the number of slots and their placement on the tattoo counter that came with the Business & Hobbies pack, so I modified EA’s The Ultimate Nightstand so that it served as a larger counter and added décor slots to it. There are a total of 3 large slots, 9 medium slots, and 27 small slots. I made some minor modifications to the EA texture for The Ultimate Nightstand but did include all 20 swatches.
Polygon Count: 162
Supply Cabinet
I have long been disappointed with the lack of deco slots in various displays. For this object, I modified EA’s Carina Dining Hutch so that it would serve as an appropriate supply cabinet. I made some minor modifications to the EA texture but did include all 9 swatches. There are a total of 2 large slots, 15 medium slots, and 140 small slots.
Polygon Count: 114
Salty Signs
There are 3 files of what I call “salty” signs. The large signs are not as salty, but I wanted to stick with my theme overall. What do I mean by salty? Well, these are signs that are not for the faint of heart and for those with a darker sense of humor. They were inspired not only by signs that I saw at my friend’s parlor, but also by things he and his colleagues would say frequently.
Large Signs: 7 designs (11 total swatches)
Medium Signs: 9 designs (18 total swatches)
Small Signs: 10 designs (20 total swatches)
Polygon Count: 4
The following were used in several textures in all three files:
Caution/Warning Sign Templates by kenshinstock via Freepik https://www.freepik.com/free-vector/blank-label-warning-caution-sticker-template-set_30903862.htm
Large Sign Image Credits:
Swatches 1-2: Original Artist Unknown. Image from https://razorbacktattoosupply.com/tattoo-studio-feel-the-burn-wrapped-canvas-graphic-art/
Swatches 3-4: Original Artist Unknown. Image from https://www.creativefabrica.com/product/funny-tattoo-artist-hourly-rate-cut-file/
Swatches 5-6: Original Artist Unknown. Image from https://www.pinterest.com/pin/tattoo-artist--218917231881445322/
Swatch 7-8:
Hands, Soap, and Ointment Icons by rawpixel.com via Freepik https://www.freepik.com/free-vector/coronavirus-prevention-icon-set-vector_30086831.htm
Do Not Touch Icon Image by Myshopsigns https://all-free-download.com/free-vector/download/18_warning_signs_47669.html
No Swimming Icon by Fitri Handayani via Vecteezyhttps://www.vecteezy.com/vector-art/51936014-no-swimming-sign-illustration
Bathtub Icon by Fitri Handayani via Vecteezy  https://www.vecteezy.com/vector-art/51406319-bathroom-icon-with-bubbles-and-soap
Sun and Breeze Icons Images by Freepik https://www.freepik.com/free-vector/weather-icons-set_709126.htm
Talking on Phone Icon by Mungujakisa Edmond via Vecteezy  https://www.vecteezy.com/vector-art/25410803-do-not-talk-on-mobile-cell-phone-icon-sign
Swatches 9-10: Tarot Card Images designed by Eight (Elian-James Showell) https://www.eightco.in/
Swatch 11: Original Artist Unknown. Image from https://www.amazon.com/Tattoo-Artist-Tarot-Card-Sweatshirt/dp/B0D8JBHBFZ
Medium Sign Image Credits:
Background images for Swatches 5-8 by All-Free-Download.com https://all-free-download.com/free-vector/download/advertising_sign_templates_retro_shapes_sketch_6849470.html
Swatches 1-2 and 13-14:  Tattoo Gun Image from IMGBIN https://imgbin.com/png/ZNRSzcqv/tattoo-machine-tattoo-ink-tattoo-artist-png
Swatches 3-4: Original Artist Unknown. Image from https://www.amazon.ca/Artist-Tattoo-Artist-Kitchen-Vintage/dp/B0B6DRXFZN
Swatches 5-6: Tattoo Gun Image from IMGBIN https://imgbin.com/png/36i2fKAG/tattoo-machine-body-piercing-tattoo-artist-old-school-tattoo-png
Swatches 7-8: Bullhorn image by All-Free-Download.com  https://all-free-download.com/free-vector/download/megaphone_312061.html
Swatches 9-10: Border by Rawpixel.com via Freepik https://www.freepik.com/free-vector/vector-set-vintage-elements_3139397.htm
Picture by EA from Business & Hobbies release video
Swatches 11-12: Cheese Grater Image by Macrovector via Freepik https://www.freepik.com/free-vector/cooking-food-icons_1530806.htm
Saw image by EA
Swatches 15-16: Images by EA
Small Sign Image Credits:
Swatches 1-2, 5-12, 19-20: Caution/Warning Sign Templates by kenshinstock via Freepik https://www.freepik.com/free-vector/blank-label-warning-caution-sticker-template-set_30903862.htm
Swatches 3-4: Tip jar image by Freepik https://www.freepik.com/free-vector/jar-background-with-hand-drawn-money_1148170.htm
Swatches 13-14: Image by Printable Designs https://free-printable-signs.com/
Swatches 15-16: Image by by Mungujakisa Edmond via Vecteezy  https://www.vecteezy.com/vector-art/25410803-do-not-talk-on-mobile-cell-phone-icon-sign
Swatches 17-18: Crying Emoticon Image from CLEANPNG  https://www.cleanpng.com/png-smiley-emoticon-crying-clip-art-no-whining-clipart-546524/
Tattoo Ink Bottles
Due to file sizes, I split these up into 2 separate files. One file has all of the bottles in English, and the other has all of the bottles in Simlish. I modified the EA debug glue bottle. There are a total of 24 swatches.
Polygon Count: 126
Tattoo Ink Cups
There are 2 files for this object. One is an empty ink cup. The other has all of the ink colors as different swatches. There are a total of 24 swatches for the filled ink cups. I modified the water glass object to create these items.
Empty Cup Polygon Count: 107
Filled Cup Polygon Count: 162
Tattoo Ink Cup Holder
When an artist is using a few different inks for a piece, they can sometimes use a holder for the ink cups so the cups do not get knocked over or spilled. This is an original mesh made by me. I have the object set up so that the ink cups (full or empty) will snap to the holes in the holder. Once the ink cups are in, you can move the entire holder to where you want it and the ink cups will go along. Or you can place the holder and then add the cups. While the holders I tended to see were plastic, I decided to make mine a metal version with slight ink stains.
Polygon Count: 208
Sharps Containers
I created 2 versions of sharps containers for this set. I originally was only going to create the wall-mounted one, but then decided to add the counter version of it as well. These are original meshes made by me.
Biohazard symbol is a public domain image
Wall-Mounted Sharps Container Polygon Count: 268
Counter Sharps Container Polygon Count: 106
Tattoo Coil Machine
There are different types of tattoo machines available, but I find the coil machine to be the most recognizable and therefore wanted this version in my game. This is an original mesh made by me. There are a total of 5 swatches.
Polygon Count: 640
Foot Switch
I created a foot switch to operate the tattoo machine with. This is an original mesh made by me. There are 11 swatches.
Design inspired by FK Delta Foot Switch https://www.fkirons.com/products/delta-foot-switch-cosmic-storm
Polygon Count: 57
Power Supply
For this object, I modified the EA Retro Rock of Ages Stereo mesh and texture to create the power supply. I used a few other EA textures to make adjustments to the components of the object.
Polygon Count: 336
Stencil Machine
Unless you allow your artist to freely draw on your skin before tattooing, many use a stencil machine to create the stencil so you can make sure that your tattoo is placed correctly and looks correct before beginning. This is an original mesh made by me. There are a total of 6 swatches (3 designs in English, 3 designs in Simlish).
Design inspired by Vevor Tattoo Stencil Printer https://www.vevor.com/tattoo-machines-c_12593/
Phoenix Image: © Liliia Marchuk via Dreamstime.com
Claddagh Image:  http://clipart-library.com/clipart/8iGbR5bbT.htm
Wolf Image: https://freepngimg.com/png/2674-tattoo-wolf-png-image
Polygon Count: 62
Autoclave
No tattoo parlor is complete without the sterilization equipment, namely the autoclave. For this object, I modified the EA The Schmapple Micro Microwave mesh.
Design inspired by Tuttnauer Valueklave 1730 https://tuttnauer.com/us/veterinary-practices/tabletop-sterilizers/manual/valueklave-1730
Polygon Count: 346
Non-sterile Nitrile Glove Boxes
For this object, I modified EA’s Softy Brand Tissues object. There are 2 box colors available, black and gray. There are a total of 12 swatches.
Non-Sterile symbol is a public domain image
Polygon Count: 40
Portfolios
A detail that I thought was missing was a display of the tattoo artist’s work. In real shops, they can be wall displays or portfolios. I decided to make a portfolio with different tattoo designs. There are 3 swatches of different tattoos. This is an original mesh made by me.
Polygon Count: 262
Image Credits:
Swatch 1: EA
Swatch 2:
Snake and Flying Swallow Images by dgim-studio via Freepik https://www.freepik.com/free-vector/new-style-tribal-tattoo-collection_1168313.htm and https://www.freepik.com/free-vector/colorful-flying-swallow-template_8136770.htm
Colorful Old School Images by Freepik https://www.freepik.com/free-vector/old-school-funny-tattoo-collection_1165044.htm
Tribal, Achor, Ship’s Wheel, Skulls, Roses, Dice, Cards Images by Macrovector via Freepik https://www.freepik.com/free-vector/tattoo-black-white-icons-set_9398078.htm
Tribal Images by Freepik https://www.freepik.com/free-vector/new-style-tribal-tattoo-collection_1168313.htm
Swatch 3:
Colorful Images on Left Page by Freepik https://www.freepik.com/free-vector/collection-hand-drawn-decorative-tattoos_1175499.htm
Colorful Vintage Images on Right Page by Freepik https://www.freepik.com/free-vector/pack-vintage-hand-drawn-tattoos_1194571.htm
Crossed Swords, Anchor, Skulls, Scorpion Images by Macrovector via Freepik https://www.freepik.com/free-vector/attoo-studio-flat-icons-collection_4430574.htm
Consent Form
I created a consent form on a clipboard. This is only available in Simlish. I modified some EA textures to create the form. The clipboard is an original mesh made by me.
Polygon Count: 90
Tip Jar
Tipping is heavily encouraged for getting tattoos, at least in the U.S. As such, I decided I wanted to make a tip jar for my parlor. I modified the EA debug jar and some different debug simoleon meshes. The result is a tip jar with both coins and bills inside.
Polygon Count: 579
69 notes · View notes
oishitea · 9 months ago
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Jack and Joker: The Bank Scene
Happy Monday my friends, we finally are getting our gay heist show! YinWar truly have outdone themselves with the level of quality they've put into it and I couldn't be more excited or more grateful.
I wanted to break down the scene where Joke robs the bank because, given my experience in banking, it's was scripted very purposefully in favor of suspending our belief. Admittedly, my experience is in the US, and not all financial institutions operate the same, but for safety and security measures they're pretty standard across the board.
I was really appreciative of the disclaimer given ahead of time. It speaks to the research that was done for the sake of how much they could accurately portray the events, and when that seemed impossible and they couldn't let go of the scene, they said fuck it - gay story over realism it is. This break down is certainly not to dig at the writing; it's more to buff my knowledge than anything.
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We love you YinWar, thanks for having respect for bank employees. Now let's get to the employees I don't respect, and the non-employee that I do.
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For the most part, security officers don't need to do more than greet customers, and if there is any suspicion he shouldn't immediately interrogate someone. He's there for when things get escalated, or if there are any faces he should be looking out for (anyone banned from a branch for any reason), then he can confront them. If Joke had made an attempt at another location and that one tipped off others, then he would have a reason to suspect him.
Joke's mistake here: Being seen. He is so identifiable throughout. The show didn't bother checking any CCTVs, but he makes no attempt to hide from them. Instant jail. Sorry my guy. He also chooses a very unusual method and time of day to strike.
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Since the officer did confront him, Joke gives an excuse.
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This was a good call. If someone from another location or office, or a third party contracted service is coming, the employees would be notified beforehand of whom they should be and during which times. And even if the person is easily recognizable physically, they will have company identification on them, and if the security measures are extra strict, a form of government ID would also need to be shown.
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LOUD WRONG ANSWER BUZZER
So what Joke is going to look for is someone who appears less competent. He looks at the older woman who likely has years under her belt and knows he has no chances there. But the girl to her left....
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TARGET ACQUIRED
And she's already in trouble.
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Oh hon.
That's never a situation I'd want to be in. Calling customers to inform them that there's been a mistake made on their account is never fun and it often is hard to reach them. There are ways of simply correcting the error and informing the person after it's been done just so they know what to expect when they look at the activity on their statement. Whatever the case, she's new, inexperienced, and having a bad day.
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The balls he has to say this. Bestie. Have you ever touched banking software.
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He's just getting her out of the way. If she had received any proper training and meant to apply it at all, this would've been a red flag. She is trusting the judgement of the security officer. Joke hasn't introduced himself by name and if he meant to help fix the mistake he wouldn't make her leave. It would be her responsibility and a good training opportunity. Instead, this happens....
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She's risking so many things! Security within the immediate premises, security of the bank's information, confidentiality of the customers' information (which is literally their government ID, home address, other contact info, ALL of their accounts and activity). Absolutely a bad move.
GIRRRLLLL. That is on you. I saw her hesitate, but in the end just knew it was bad. At least where I've been, that possibly means fines and/or jail time for her as well, depending on the severity (most likely fines though). This poor girl is gonna have the worst confidence about her ability on the job after learning she helped a guy embezzle money. Where's her story?
Joke sends the security guard away, gets behind the desk with Carbon's ID and is likely planning to simply empty his account and leave. Then who should show up but Jack! (Next time please direct him to wait in a queue, your "manager" is supposedly still fixing your little check blunder, remember?)
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And even Joke is nervous for a moment because he definitely didn't want to get the cute bartender involved.
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Nevertheless, he humors Jack and listens to the bittersweet story of his childhood and his dream of opening a school. I love Jack, I really hope that he is able to open that school someday too.
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So this part of the loan process is called the interview. It's where the employee will get an idea of the customer's needs and see if the bank's service is what they're looking for or if there is any particular offers they can make at this time. It's an important process when dealing in person because it will hopefully help the customer know which steps they can take depending upon approval. It's also where documentation is asked to verify what can be approved.
For the most part, Joke's charisma would be fantastic for a banking career because he seems natural at facilitating a conversation that requires someone to open up about their financial needs. He loses marks for not checking actual information, not filing any copies of the information he has been given, not explaining any details about paying the loan down or how having an account works, not starting the account opening process, and the numbers they talk about are vague so we don't even know how much money is in question here (which is probably a writing choice and I'm fine with it).
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Instead Joke pulls a Picard and decides to make it so. And flirts at the same time. There's no signage around the branch to speak of this program and he doesn't go into any details, he simply grabs the stamp and seals their fates together.
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I do think it's a sweet little change of mind he has. He was simply going to inconvenience Carbon, but what better way to do it (in his mind) than to give the money to the guy who got snubbed because of him?
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The office being truly empty does crack me up. Who is supposed to be there and why are they gone? Also, for a bank, that vault is incredibly small. That is a home safe, that is not for securing the assets of the public. Also, most places have updated their protocol to use two people when opening the vault because having two people present also ensures less opportunity for employee theft.
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His ass is not wearing gloves!
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And, in a final un-bankerly move, he does not count out even the bundles.
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FLIRT
I also love that he goes by Joker, but is constantly pulling a Batman exit on Jack.
I feel bad for knowing that I would have absolutely apprehended this man by asking the simplest questions. But I no longer work in that capacity and couldn't give a fuck! Let him do what he wants!
101 notes · View notes
commodorez · 1 year ago
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What is the appeal of vintage computers to you? Is it the vintage video games or is it the programs? If so, what kind of programs do you like to run on them?
Fair warning, we're talking about a subject I've been passionate about for most of my life, so this will take a minute. The answer ties into how I discovered the hobby, so we'll start with a few highlights:
I played old video games starting when I was 9 or 10.
I became fascinated with older icons buried within Windows.
Tried to play my first video game (War Eagles) again at age 11, learned about the hardware and software requirements being way different than anything I had available (a Pentium III-era Celeron running Windows ME)
I was given a Commodore 1541 by a family friend at age ~12.
Watched a documentary about the history of computers that filled in the gaps between vague mentions of ENIAC and punch cards, and DOS/Windows machines (age 13).
Read through OLD-COMPUTERS.COM for the entire summer immediately after that.
Got my first Commodore 64 at age 14.
I mostly fell into the hobby because I wanted to play old video games, but ended up not finding a ton of stuff that I really wanted to play. Instead, the process of using the machines, trying the operating system, appreciating the aesthetic, the functional design choices of the user experience became the greater experience. Oh, and fixing them.
Then I started installing operating systems on some DOS machines, or playing with odd peripherals, and customizing hardware to my needs. Oh, and programming! Mostly in BASIC on 8-bit hardware, but tinkering with what each computer could do is just so fascinating to me. I'm in control, and there isn't much of anything between what I write and the hardware carrying it out (especially on pre-Windows machines)! No obfuscation layers, run-times, .dlls, etc. Regardless of the system, BASIC is always a first choice for me. Nova, Ohio Scientific, Commodore, etc. I usually try to see what I can do with the available BASIC dialect and hardware. I also tend to find a game or two to try, especially modern homebrew Commodore games because that community is always creating something new. PC stuff I focus more on pre-made software of the era.
Just to name a few examples from a variety of systems: Tetris, terminal emulators, Command & Conquer titles, screen savers, War Eagles, Continuum, video capture software, Atomic Bomberman, demos, LEGO Island, Bejeweled clones, Commander Keen 1-3, lunar lander, Galaxian, sinewave displays, 2048, Pacman, mandelbrot sets, war dialers, paint -- I could keep going.
Changing gears, I find it funny how often elders outside of the vintage computing community would talk about the era I'm interested in (60s-early 90s). [spoken with Mr. Regular's old man voice]: "Well, computers used to be big as a room! And we used punch cards, and COBOL!" I didn't know what any of that meant, and when pressed for technical detail they couldn't tell you anything substantial. Nobody conveyed any specifics beyond "that's what we used!"
I noticed that gaps remained in how that history was presented to me, even when university-level computer science and history professors were engaged on the subject. I had to go find it on my own. History is written by the victors, yeah? When was the last time a mainstream documentary or period piece focused on someone other than an Apple or Microsoft employee? Well, in this case, you can sidestep all that and see it for yourself if you know where to look.
Experiencing the history first hand to really convey how computers got from point A to B all the way down to Z is enlightening. What's cool is that unlike so many other fields of history, it's near enough in time that we can engage with people who were there, or better yet, made it happen! Why do you think I like going to vintage computer festivals?
We can see the missteps, the dead-ends, the clunkiness, the forgotten gems and lost paradigms, hopefully with context of why it happened. For the things we can't find more information on, when or documentation and perspectives are limited, sometimes we have to resort to digital archeology, and reverse engineering practices to save data, fix machines, and learn how they work. The greater arc of computer history fascinates me, and I intend to learn about it by fixing and using the computers that exemplify it best, and sharing that passion with others who might enjoy it.
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ms-demeanor · 1 year ago
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Hello! First, I wanted to say thank you for your post about updating software and such. I really appreciated your perspective as someone with ADHD. The way you described your experiences with software frustration was IDENTICAL to my experience, so your post made a lot of sense to me.
Second, (and I hope my question isn't bothering you lol) would you mind explaining why it's important to update/adopt the new software? Like, why isn't there an option that doesn't involve constantly adopting new things? I understand why they'd need to fix stuff like functional bugs/make it compatible with new tech, but is it really necessary to change the user side of things as well?
Sorry if those are stupid questions or they're A Lot for a tumblr rando to ask, I'd just really like to understand because I think it would make it easier to get myself to adopt new stuff if I understand why it's necessary, and the other folks I know that know about computers don't really seem to understand the experience.
Thank you so much again for sharing your wisdom!!
A huge part of it is changing technologies and changing norms; I brought up Windows 8 in that other post and Win8 is a *great* example of user experience changing to match hardware, just in a situation that was an enormous mismatch with the market.
Win8's much-beloathed tiles came about because Microsoft seemed to be anticipating a massive pivot to tablet PCs in nearly all applications. The welcome screen was designed to be friendly to people who were using handheld touchscreens who could tap through various options, and it was meant to require more scrolling and less use of a keyboard.
But most people who the operating system went out to *didn't* have touchscreen tablets or laptops, they had a desktop computer with a mouse and a keyboard.
When that was released, it was Microsoft attempting to keep up with (or anticipate) market trends - they wanted something that was like "the iPad for Microsoft" so Windows 8 was meant to go with Microsoft Surface tablets.
We spent the first month of Win8's launch making it look like Windows 7 for our customers.
You can see the same thing with the centered taskbar on Windows 11; that's very clearly supposed to mimic the dock on apple computers (only you can't pin it anywhere but the bottom of the screen, which sucks).
Some of the visual changes are just trends and various companies trying to keep up with one another.
With software like Adobe I think it's probably based on customer data. The tool layout and the menu dropdowns are likely based on what people are actually looking for, and change based on what other tools people are using. That's likely true for most programs you use - the menu bar at the top of the screen in Word is populated with the options that people use the most; if a function you used to click on all the time is now buried, there's a possibility that people use it less these days for any number of reasons. (I'm currently being driven mildly insane by Teams moving the "attach file" button under a "more" menu instead of as an icon next to the "send message" button, and what this tells me is either that more users are putting emojis in their messages than attachments, or microsoft WANTS people to put more emojis than messages in their attachments).
But focusing on the operating system, since that's the big one:
The thing about OSs is that you interact with them so frequently that any little change seems massive and you get REALLY frustrated when you have to deal with that, but version-to-version most OSs don't change all that much visually and they also don't get released all that frequently. I've been working with windows machines for twelve years and in that time the only OSs that Microsoft has released were 8, 10, and 11. That's only about one OS every four years, which just is not that many. There was a big visual change in the interface between 7 and 8 (and 8 and 8.1, which is more of a 'panicked backing away' than a full release), but otherwise, realistically, Windows 11 still looks a lot like XP.
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The second one is a screenshot of my actual computer. The only change I've made to the display is to pin the taskbar to the left side instead of keeping it centered and to fuck around a bit with the colors in the display customization. I haven't added any plugins or tools to get it to look different.
This is actually a pretty good demonstration of things changing based on user behavior too - XP didn't come with a search field in the task bar or the start menu, but later versions of Windows OSs did, because users had gotten used to searching things more in their phones and browsers, so then they learned to search things on their computers.
There are definitely nefarious reasons that software manufacturers change their interfaces. Microsoft has included ads in home versions of their OS and pushed searches through the Microsoft store since Windows 10, as one example. That's shitty and I think it's worthwhile to find the time to shut that down (and to kill various assistants and background tools and stop a lot of stuff that runs at startup).
But if you didn't have any changes, you wouldn't have any changes. I think it's handy to have a search field in the taskbar. I find "settings" (which is newer than control panel) easier to navigate than "control panel." Some of the stuff that got added over time is *good* from a user perspective - you can see that there's a little stopwatch pinned at the bottom of my screen; that's a tool I use daily that wasn't included in previous versions of the OS. I'm glad it got added, even if I'm kind of bummed that my Windows OS doesn't come with Spider Solitaire anymore.
One thing that's helpful to think about when considering software is that nobody *wants* to make clunky, unusable software. People want their software to run well, with few problems, and they want users to like it so that they don't call corporate and kick up a fuss.
When you see these kinds of changes to the user experience, it often reflects something that *you* may not want, but that is desirable to a *LOT* of other people. The primary example I can think of here is trackpad scrolling direction; at some point it became common for trackpads to scroll in the opposite direction that they used to; now the default direction is the one that feels wrong to me, because I grew up scrolling with a mouse, not a screen. People who grew up scrolling on a screen seem to feel that the new direction is a lot more intuitive, so it's the default. Thankfully, that's a setting that's easy to change, so it's a change that I make every time I come across it, but the change was made for a sensible reason, even if that reason was opaque to me at the time I stumbled across it and continues to irritate me to this day.
I don't know. I don't want to defend Windows all that much here because I fucking hate Microsoft and definitely prefer using Linux when I'm not at work or using programs that I don't have on Linux. But the thing is that you'll see changes with Linux releases as well.
I wouldn't mind finding a tool that made my desktop look 100% like Windows 95, that would be fun. But we'd probably all be really frustrated if there hadn't been any interface improvements changes since MS-DOS (and people have DEFINITELY been complaining about UX changes at least since then).
Like, I talk about this in terms of backward compatibility sometimes. A lot of people are frustrated that their old computers can't run new software well, and that new computers use so many resources. But the flipside of that is that pretty much nobody wants mobile internet to work the way that it did in 2004 or computers to act the way they did in 1984.
Like. People don't think about it much these days but the "windows" of the Windows Operating system represented a massive change to how people interacted with their computers that plenty of people hated and found unintuitive.
(also take some time to think about the little changes that have happened that you've appreciated or maybe didn't even notice. I used to hate the squiggly line under misspelled words but now I see the utility. Predictive text seems like new technology to me but it's really handy for a lot of people. Right clicking is a UX innovation. Sometimes you have to take the centered task bar in exchange for the built-in timer deck; sometimes you have to lose color-coded files in exchange for a right click.)
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nitw · 26 days ago
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hi! I might have the wrong person in mind, but you do a lot of modding for your 3DS correct? I believe you posted a guide/links to how to mod your 3DS and find and download games directly to it?
I unearthed mine recently and was very happy to find a lot of my old DS and 3DS games with it, but sad to be missing some of my favorites. and given that me and my siblings all played video games and are all now adults who have moved around a bunch AND my parents have moved at least twice in the last five years, I know most of our games have probably been lost to yard sales and random boxes/drawers/storage/etc.
anyway I want to try to mod mine and try to find some of those games to play again. (especially some of the puzzle games so I can play on the bus to/from work and not have to be assaulted by ads every time I finish a level like on a mobile game)
if this is you, if you have a link to your other post(s) I thank you in advance!! if it is not you, no worries I will continue my investigation. either way thanks and I hope you have a very nice day!
hey friend!!! i'm not an expert on it myself, i just know where to look for guides and resources ;3 so here's some useful links!
here's the complete guide for modding your 3ds, PLEASE remember to read everything carefully and follow the exact instructions provided for your version of the system! you WILL need another device with an SD card reader to get started (also just for maintenance in the future!!!)
hshop is the best place to find 3ds games and other downloadable content once you're set up! this site also has a compatible homebrew app.
universal-DB is the main store for custom homebrew apps! you can find some games, but it's mostly quality-of-life scripts, mods and software for enhancing your overall experience. the compatible app, universal-updater, should be included as part of the set-up guide.
themeplaza is a hub for sharing custom 3ds homepage themes! these are usually made with programs like usagi 3ds theme maker or kame editor. i prefer the first one!
if you miss online social features, please consider checking out pretendo! it's a project in active development working to revive the 3ds' online space, including miiverse! i'm a beta tester and it's really cool what they've achieved so far!!
good luck, it's really worth it!!! (⁠ ⁠ꈍ⁠ᴗ⁠ꈍ⁠)
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fuck-customers · 4 months ago
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Last year I worked at a small student led handicraft store run by my university and it was originally supposed to be a temporary pop-up run by the lecturers who led the events management course. It was the best job I’d ever had - which isn’t saying much because every other job I’ve had has been horrendous and traumatising in ways I can’t even describe - so of course I was overjoyed when they told us they were extending our temporary contracts by a year and keeping the shop open indefinitely.
At that point things started going downhill. The uni stopped promoting the shop at all so our customer numbers dropped dramatically, and the uni’s PR department refused to let us utilise the shop’s social media page despite asking one of the employees to manage the social media and making her take on extra hours. They refused to make the necessary changes in order to make it the permanent storefront they envisioned - All our bookkeeping for every single purchase had to be written in a paper ledger and then copied and reformatted into a dozen different stock and accounting spreadsheets on a laptop, for every single individual item in each sale, before we could take payment, because they refused to pay for software that would automate it, so a single transaction could take anywhere between 5-20 minutes depending on what the person was buying. Many customers ended up getting frustrated and just walked off.
We started haemorrhaging stockists as the uni didn’t pay them fairly or on time, despite pestering from both stockists and floor staff. Even now, nearly 6 months after the whole thing shut down, some stockists still haven’t been paid. The uni took such a huge amount of commission from each sale (nearly 3 times the industry standard!) that the stockists making products couldn’t afford to pay themselves fairly without doubling or tripling the prices of their work, which fucked up their sales. Most people didn’t even earn enough to cover production costs for their work.
I was maybe the only person on the entire staff who actually had any significant retail and customer facing experience, having worked in the fast food and retail industries for ~4 years before I started at the shop, and it was abysmal. The events management faculty who were supposed to be running it had no customer facing experience and did nothing to help when problems came up - they treated it like a temporary event rather than a permanent shopfront and we had so little support and oversight it was awful. We had to take on full management responsibility despite it being well above our pay grade because they refused to hire an experienced manager or supervisor - while trying to man the store we would also have to do admin, liaise with clients and stockists, accounting, stock input, paying for essential supplies with our own money because the Uni refused to approve them, organising our own shifts and pay, making social media content, and arranging cover for if someone was ill or had an emergency. Instead of any reasonable support they sent us a horribly overworked postgrad intern who was working between 5-6 different departments and could only actually be in the store maybe one hour a month, had no idea what she was doing, and was so overworked that she eventually had a breakdown and quit.
This issue was compounded because they’d only ever let us put two employees on each shift - they refused to pay enough for staff numbers above that despite being so busy in the first few months that we couldn’t keep up, and told us that for safety reasons both employees had to be there to open the shop- so if somebody was late or didn’t show up the other person wouldn’t be able to work either. If one person was on a double shift and the second person’s replacement for second shift wasn’t on time, the person on the double wouldn’t be able to leave for a lunch break, and the person on the single would have to stay extra time. There were several employees that would spend the entire shift doing fuck all - one guy was at least two hours late every single shift, and bought his XBOX with him every time, and spent the entire time he was working with his feet propped up on the counter playing GTA. The university genuinely didn’t care about the shop or its success enough to even give him a disciplinary.
It was awful, especially because there were a small group of us who were both stockists and floor staff, and were genuinely invested in the shop’s success. But our contracts ran till the end of the academic year, and the pay was really decent compared to a lot of jobs in the area, and it was stable and above minimum wage, so we (the staff) really did try to make it work, but we were set up to fail. Eventually we were barely making a sale a day, and then it dropped to a sale a week.
When they closed the shop, right before the end of the semester when people’s rent would be due, they gave us 10 days’ notice - which went against our contract - and no redundancy pay. Most people had had shifts for the next 8-9 weeks already scheduled, which we never got to work. We never got our holiday pay or the Christmas bonus they’d promised us 9 months prior. It was such short notice that several people couldn’t find new jobs in time, couldn’t scrape enough together to pay their bills and rent on time, and they didn’t even have the decency to tell us we were losing our jobs in person - they sent out a single email to one of the girls who helped organise shifts, and she had to post it in the staff group chat.
And the sad thing? It was still the best, least stressful job I’ve ever had. It was the only job I’ve had that didnt actually make me want to die. I miss it like hell. It was the only job I’ve had that paid me above the legal minimum wage. I’m physically disabled, and it was the only job I’ve ever had that actually followed through on the reasonable adjustments and disability accommodations they’d promised me.
But the way it was run it wasn’t fair or sustainable , and it shouldn’t have ended the way it did.
Posted by admin Rodney
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